Status Update: Terrain generation
We've finalized the terrain generation (see some first screenshots below) and also implemented a few other interesting features. For example, the new version will be able to handle larger view distances and much higher mountains. In addition to that, we've added full gamepad support, we created a new UI from scratch (supporting various resolutions and aspect ratios), and also implemented a fast, UDP-based network system. Btw, there is also a new update for the Java version available, you can find the changelog in our forums.
We've made a lot of progress in the past months, but of course there is still a lot of work to do. One of the biggest (and most time-consuming) features we're currently working on is the new world generation. When it comes to this feature, we have two main priorities: On the one hand, we want to create more interesting and appealing landscapes, and on the other hand, it's our intention to enable larger view distances (without killing the performance). In fact we've made some great progress in this regard and will be able to handle larger view distances as well as higher mountains. We can't give exact numbers yet (because we haven't implemented all world features yet), but our first results look very promising! Here are some first screenshots of the new terrain generation. Please keep in mind that they use mostly placeholder-textures (and we don't have any vegetation or fancy shader effects yet), but they should give you a rough idea of the new terrain:
In addition to that, we've implemented a native bridge that allows us to write performance-critical code in C++. This made our terrain generation, for example, a lot faster compared to regular C#! C++ also gives us more control over memory (no garbage collector involved) and allows us to use CPU features like SIMD.
Here is a small overview of the most important features we've implemented so far:
[ 2019-11-05 16:40:53 CET ] [ Original post ]
Hi folks! Today we want to give you a status update of the ongoing changes (if you aren't aware of our plans to move to a new engine, please check out our previous announcement).
Brief summary
We've finalized the terrain generation (see some first screenshots below) and also implemented a few other interesting features. For example, the new version will be able to handle larger view distances and much higher mountains. In addition to that, we've added full gamepad support, we created a new UI from scratch (supporting various resolutions and aspect ratios), and also implemented a fast, UDP-based network system. Btw, there is also a new update for the Java version available, you can find the changelog in our forums.
Long version
We've made a lot of progress in the past months, but of course there is still a lot of work to do. One of the biggest (and most time-consuming) features we're currently working on is the new world generation. When it comes to this feature, we have two main priorities: On the one hand, we want to create more interesting and appealing landscapes, and on the other hand, it's our intention to enable larger view distances (without killing the performance). In fact we've made some great progress in this regard and will be able to handle larger view distances as well as higher mountains. We can't give exact numbers yet (because we haven't implemented all world features yet), but our first results look very promising! Here are some first screenshots of the new terrain generation. Please keep in mind that they use mostly placeholder-textures (and we don't have any vegetation or fancy shader effects yet), but they should give you a rough idea of the new terrain:
In addition to that, we've implemented a native bridge that allows us to write performance-critical code in C++. This made our terrain generation, for example, a lot faster compared to regular C#! C++ also gives us more control over memory (no garbage collector involved) and allows us to use CPU features like SIMD.
Summary of the most important features
Here is a small overview of the most important features we've implemented so far:
- New terrain generation: The new version features more appealing and realistic landscapes compared to the old version. It also enables much greater view distances and higher mountains (this also means you can create higher buildings accordingly).
- Better player physics: We tried to create a player controller similar to the current one (in the Java version), but we made some improvements. On the one hand, there is no more "jitter" when standing on slopes, on the other hand, the character is no longer able to walk up steep inclines like a mountain goat. However, we found out that we definitely need some climbing gear now ^^
- New UI: We're creating a new UI from scratch. We understand and agree that the old "wood" design wasn't really appealing, so we're focusing on a flat, modern design now. The new UI scales properly depending on the screen resolution and aspect ratio (so far we support 16:9, 21:9 and 32:9)
- Gamepad support: We've implemented full support for Xbox360/One, PS4 and common XInput controllers. You can use your mouse/keyboard and gamepad simultaneously, but if desired, the game is also fully playable without a keyboard
- UDP based networking: The new version will use "connection-less", UDP based networking. This should result in better performance compared to TCP, but most and foremost, this should help us to get rid of connection resets and other losses of connections
- C++ integration: Not necessarily a "feature", but we've implemented a bridge between C# and C++ - this allows us to write performance-critical code in C++, resulting in less overhead and better performance
- Localization: While we still don't have support for any other languages yet, we have at least support for chinese and cyrillic characters. The language files are easily accessible and modifiable, so community translations can be incorporated conveniently
Rising World
JIW-Games
KISS ltd
2014-12-03
Action Indie RPG Adventure Singleplayer Multiplayer Coop EA
Game News Posts 67
🎹🖱️Keyboard + Mouse
Very Positive
(4399 reviews)
https://www.rising-world.net/
https://store.steampowered.com/app/324080 
The Game includes VR Support
Linux_x64 [185.91 M]
Please note that this game is currently in Alpha state
Rising World is an open-world sandbox game with randomly generated, fully destructible environments.
Starting with the most basic of tools, collect resources to survive in the wildness. Evolve your world to create one of the biggest cities of all time or a gigantic castle, or simply let your imagination run riot! If being creative is all too much, just connect with your friends and get them to help.
Anything is possible!
Your purchase entitles you to receive all future updates free of charge!
Rising World is an open-world sandbox game with randomly generated, fully destructible environments.
Starting with the most basic of tools, collect resources to survive in the wildness. Evolve your world to create one of the biggest cities of all time or a gigantic castle, or simply let your imagination run riot! If being creative is all too much, just connect with your friends and get them to help.
Anything is possible!
Features
- Randomly generated worlds
- Completely modifiable environment
- Both single and multi-player modes
- 200 different building materials
- Place customised images in your world
- Complex and deep network of underground caves
- Environmental physics - trees and items
- Interact with just about everything, right down to playing the piano!
- Day-night-cycle
- Serverside script support (LUA)
Your purchase entitles you to receive all future updates free of charge!
MINIMAL SETUP
- OS: Ubuntu Linux 18.04 (64 bit) or higher
- Processor: 2+ Cores. e.g. Intel Core i3Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 4 GB VRAM. Vulkan compatibleNetwork: Broadband Internet connection
- Storage: 20 GB available spaceAdditional Notes: Java 8 compatible operating system. Proprietary graphics drivers have to be installed to ensure full OpenGL support. this may only apply in some cases. Important: For future versions of the game. a Vulkan compatible graphics adapter is required
- OS: Ubuntu Linux 18.04 (64 bit) or higher
- Processor: 4+ Cores. e.g. Intel Core i7Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: 6+ GB VRAM. e.g. NVIDIA GeForce GTX 1080Network: Broadband Internet connection
- Storage: 25 GB available spaceAdditional Notes: Java 8 compatible operating system. Proprietary graphics drivers have to be installed to ensure full OpenGL support. this may only apply in some cases. Important: For future versions of the game. a Vulkan compatible graphics adapter is required
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