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MtSharpGrain

Last comit <-- constantly improving!

If you don't see any comits in the last few days, I have been lazy. GitHub Repo stars

A sand box, non voxel, highly modifiable game with slightly smooth interconnected blocks rather than traditional blocks. It is coded 100% in java (openGL lwjgl and jme).

What's in it so far:

Semi-smooth node meshes

blocks are connect with rounded transitions rather than hard cube edges

much more powerful than JVisualScripting, mostly complete API with: - end-node place/destroy - gui management - procedural world generation - end-node placement listener - player location getter/setter

Why mods:

  • I am a single person and do not have the resources to make a gull game
  • I will not be able to make my game fit everyone's tast.

Modding solves both as anyone including you! can make their own mini game without messing with boring parts. This is more true with AI.

See here for more.

jVisualScripting engine & editor (depricating)

block based visual coding system, mostly wired into the game now with console comand system.

Console command system

!place / !destroy commands with role-based authorization (editor / manager / admin)


Download here


Screen shots

Click here to see screen shots

Using jVisualScript to break and place blocks (too bad i did not do a GIF)

Just interesting to see how it is loading.

This is a picture the last version.

Dumb poster I made.

Currently the inventory bar looks like this


Links


Special points

This is a project aimed at making a futuristic grided sanbox game using shaders, enviroment, and interconnected nodes. Of course, the current version falls short by a lot.
  m   m           s s s s            g g g
m   m   m       s                  g
m   m   m         s s s            g   g g g
m       m               s          g       g
m       m t     s s s s   harp       g g g   rain

Important? stuff

What am i working on now?

My todo/doing list:

  • Person model - i think i should use the java duke model for people
  • Important Randomly spawned buildings
    • Ground buildings 0/100
    • Air buildings 1/100 (want to help me add some buildings to the world? open a discussion) on beta testing and game development.)
  • Important Npc with behavior > afterwards, scripts to control npc 0%
  • Upgrade GUI...
  • Multi player support for mods (real multiplayer comes much later) 0%
  • Physics as java 0%
    • Fix collision stuff
    • Add a fall(acceleration) damage mod (not that you can fall much in this game yet)
  • Mod blocks with a ModBlockAPI 0%
    • On [left/right] click
    • On place
    • listeners
  • Fix buggs caused by refactoring to multi thread
    • IMPORTANT Mods went crazy and is triggering for no reason
    • IMPORTANT Closing these mods did not work
    • Fix 2 second lag spike - probably mod update
  • After multithreading and decreasing amount o blocks drawn, Now i can increase renderdistance :D!!! Even my horible computer can run 5+ render distance easily
  • Placement problems - placing seemed remarkably slow sometimes, same for destroying. Most likely cause is waiting for scripts to validate while some scripts refuse.
  • Fix strange bug - chunks zipping around (can only be seen with window bug)
  • Fix window bug - not transparent but not, not transparent either. (i want to blame jmonkeyengine for this)

80% here means it is basically done but could be improved

Done:

  • Minimize mod refresh rate to speed up main thread 90%
  • remove mod thread from main thread. 90% ?(This is a big refactoring and because I am bad at this stuff, I gave the work to replit agent, hopefully, it did its job well but idk commit: 328a... and 575e...)
  • Add some random flux to terrain
  • Survival as a JavaScript mod 80%
  • Added skybox 70% - i need to refine skybox
  • Full screen ect 100%
  • Default JavaSctipt mods to be placed in assets and unpacked at runtime 90%
  • Used the java zip tool to allow for compressing chunks to much smaller sizes 80%
  • simple world generation 70%
  • Extend JS API further
    • Simple save data api with XML 90%
    • Intermod communication API 100%
    • Utility constant display support for prefixing mods with:
      • LFT
      • RHT
      • BTM
      • to constantly display gui on left, right bottom of screen. 60%
  • JavaScript, to add some real and powerfull scripting (thanks a lot to claude)100%
  • Make inventory Java and not a JavaScript mod. 90%

My other projects

This project uses:

AI?

Yes, I use claude a lot, perhaps too much? idk just speeds things up and removes need for constantly checking the API of whatever thing is implemented. Also, to be honest, Claude write code with less bugs and faster than me.

This is only for code, all assets/ideas are human made (not that i use a lot of assets).


The dumb section empty...

About

A highly moddable, top-down RPG sandbox and world simulator featuring a unique, semi-smooth voxel node system. Built from the ground up for deep NPC control and effortless modding. *YOU* can create *your own* mini-games or whatever fun idea you once had instantly—with or without JavaScript skills!

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