If you don't see any comits in the last few days, I have been lazy.
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.
!place / !destroy commands with role-based authorization (editor / manager / admin)
Download here
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.
- 📖 Wiki
- 💬 Discussions
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.
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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%
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JavaMonkeyEngine (and everthing that LWJGL has) Website: https://www.jmonkeyengine.org GitHub organization: https://github.com/jmonkeyengine
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Riccardobl's simple IGui for jme GitHub source: https://github.com/riccardobl/jme-igui
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Neuroph for mlp (unused) GitHub source: https://github.com/neuroph/NeurophFramework
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jVisualScripting for visual scripts and engine (unused) see GitHub source: https://github.com/openconcerto/jVisualScripting
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GraalVM's community GraalJS for the javascript modules GitHub source: https://github.com/oracle/graaljs
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Minkmin's HYPER Asset Pack for some assets. Available at: https://minkmin.itch.io/hyper-starter-pack
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).



