Cubes | simple voxel game featuring single player , multiplayer | Game Engine library
kandi X-RAY | Cubes Summary
kandi X-RAY | Cubes Summary
A simple voxel game featuring single player, multiplayer and endless procedurally generated terrain
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Top functions reviewed by kandi - BETA
- Returns the globals
- Creates a class extending the given extends class
- Creates a Lua table for the given class
- Returns the converter for the given class
- Main method
- Get packet type
- Allocate a packet
- Send a packet
- Toggles tracking tracking
- Updates the tick counter
- Creates and returns an actor that can be edited
- Get the shader for the renderable
- Invoke all methods
- Returns the next area
- On button press the block
- Random tick
- Main loop
- Creates the min and max coordinates for an offset
- Creates the vertices and the vertices in the specified region
- Creates the vertices and vertices in the specified region
- Creates and returns the min and max coordinates for a specific offset
- Creates and returns the vertices for the specified offset
- Creates the min and max coordinates for a specific offset
- Creates and returns the min or max coordinates for the specified offset
- Iterate over the areas and generate areas
- Render the cube
Cubes Key Features
Cubes Examples and Code Snippets
Community Discussions
Trending Discussions on Cubes
QUESTION
I'm trying to adapt Sebastian Lague's A-Star path finding code (youtube) to 3 dimensions. I have it somewhat working but occasionally the path produced between my nodes is sub-optimal, and I think it's because I'm calculating distance wrong.
To move along a single dimension from one node to the next is a distance of 1. To move in 2 dimensions (diagonally) the distance is √2 (which is simplified to 1.4 in the code). These values are multiplied by 10 to keep them as integers, so 10 and 14 respectively.
To calculate the distance on a 2d plane you take the smaller of the X and Y distances and multiply it by 14, then minus the smaller distance from the larger one and multiply what remains by 10.
...ANSWER
Answered 2022-Mar-10 at 13:40In your code, changing location in two dimensions should be based on 14 (10 * square root of 2), but changing in all three dimensions at once should be based on 17 (10 * square root of 3), if my quick math is correct. I suspect that may solve your issue.
(Sure enough...here's a short explanation of why it should be based on sqrt(3).)
QUESTION
I am trying to generate a grid across my map and add nodes depending on the perlin noise value. Depending on the value obtained from the perlin noise at a location, I will add a new Node which will be of a certain type e.g. Mountain, Water etc to represent terrian. Here I am trying to make it so that if the value is > 0.5, this mean it's only mountains and so a black coloured cubes should surround the mountain areas, However, my black cubes do not match the mountain areas from the perlin noise and I cannot seem to figure out why I am going wrong. Would appreciate any insight into how I could go about achieving this.
...ANSWER
Answered 2022-Feb-23 at 04:59It think the issue is in
QUESTION
I am having trouble trying to figure out how to define the size of the output file when drawing the graph in networkx and also displaying cycles between nodes.
Problem definition I have a list of nodes which **may**, or **may not**, have cycles between them. As you can see down below in the code I provide, I am using two colors to distinguish two different kinds of edges (the color of the edge determines this difference). Current situationSo far I have not been able to display different colors on the edges (according to the documentation colors can be defined when adding the edges), neither have I been able to avoid edge overlaping (when two nodes compone a cycle one edge overlaps the other so only one is visible).
I also have not been able to set the size of the figure when drawing (or saving the plot mith matplotlib). I have seen some questions that ask about the size of the output but none have worked for me so far (a few examples are commented in the code, but I have tried some others).
...ANSWER
Answered 2022-Feb-23 at 02:55After strugling a lot with the formating of the edges I got what I needed. The draw function from nx wasa not the draw option that I needed after all, because, in order to achieve what I wanted, I needed to create a layout so the position of the nodes could be calculated. After that the functions draw_networkx_nodes and draw_networkx_edges provided the utility I was looking for. The function looks like this:
QUESTION
I am trying to use a spinner loading icon from the 'react-loading' npm. I am relatively new to React so I'm having trouble starting and stopping this spinner.
The library declaration looks like this:
...ANSWER
Answered 2022-Feb-16 at 06:31If I understand properly, you want to show and hide your loading based on some works, and for doing that you should define a state like:
QUESTION
My purpose is to check whether these cubes are in one column or not. Having problem with detecting objects properly. not sure why numbers are placed there like that. My main questions:
- How to compare two point of two objects to check if they are fit well or not?
- How can I improve detecting objects?
Thanks in advance.
...ANSWER
Answered 2022-Feb-02 at 12:05Since the boxes are touching each other, watershed algorithm works well in this cases to extract the box contours. Then the x coordinates position of the rectangle contours can be used to say whether they are aligned or not.
Steps:
- Watershed algorithm to get markers.
- Filter out boxes(rectangles)
- To see if its aligned or not using standard deviation of all the boxes x coordinates. (the threshold can be set accordingly)
Code:
QUESTION
I am trying to build a working Rubikscube with ThreeJS. Now I have a problem with rotating the sides. At the moment, I am adding the smaller cubes to the Rubikscube and create it like this:
...ANSWER
Answered 2022-Jan-27 at 19:52All rotations take place around the object's point of origin. So if your object's position is at (0, 0, 0), then that's going to be the pivot point.
I recommend you nest your cube pieces into a THREE.Group()
each, that way you can keep the pivot point constant at (0, 0, 0) for all 27 pieces. Then you can displace each piece inside its group to the desired position:
QUESTION
I want to make something exactly like this but I can change the amount of cubes in the grid with a variable.(I have no idea how to start)
...ANSWER
Answered 2022-Jan-25 at 20:35You will need to add the cubes to a Group
, then add that Group
to a scene, then centre the Group
Here is one approach of doing this:
QUESTION
I have created Object3D and Added four cube geometry inside it and calculated the bounding box for Object3D which holds four cube objects and use BoxHelper to see if the bounding box is working it is working. now I want all corners(i.e XYZ, coordinates of corner) of the bounding box.
Basically, I am trying to achieve explode and implode effect where my four cubes reach four corners of the bounding box from an initial position of the center of the bounding box.
...ANSWER
Answered 2022-Jan-25 at 19:43For starters, adding a mesh to the scene, and then immediately adding it to an Object3D
makes the first command useless because a mesh can only have one parent at a time.
QUESTION
This is a more generic math / code question, in my case I need it for Godot / GDScript. I have a virtual cube defined as an origin point with a thickness offset, I loop through its mins and maxs on each axis to preform actions per unit. The normal cube is thus represented as:
...ANSWER
Answered 2022-Jan-15 at 02:16This would be a lot simpler with vector arithmetic, but we can do it with the raw coordinates:
QUESTION
I've successfully merged my cubes, although they seem to merge together reverting back to their original position/rotation, ignoring the declared positioning/rotation
...ANSWER
Answered 2022-Jan-10 at 07:08Here is a working example of using BufferGeometryUtils
and .applyMatrix4()
:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install Cubes
You can use Cubes like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Cubes component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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