Cubes | simple voxel game featuring single player , multiplayer | Game Engine library

 by   ictrobot Java Version: v0.0.6 License: MIT

kandi X-RAY | Cubes Summary

kandi X-RAY | Cubes Summary

Cubes is a Java library typically used in Telecommunications, Media, Media, Entertainment, Gaming, Game Engine, Unity, Minecraft applications. Cubes has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitLab, GitHub.

A simple voxel game featuring single player, multiplayer and endless procedurally generated terrain
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              Cubes has a low active ecosystem.
              It has 22 star(s) with 5 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              Cubes has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Cubes is v0.0.6

            kandi-Quality Quality

              Cubes has 0 bugs and 0 code smells.

            kandi-Security Security

              Cubes has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Cubes code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Cubes is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Cubes releases are available to install and integrate.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              It has 27363 lines of code, 2257 functions and 391 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Cubes and discovered the below as its top functions. This is intended to give you an instant insight into Cubes implemented functionality, and help decide if they suit your requirements.
            • 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
            Get all kandi verified functions for this library.

            Cubes Key Features

            No Key Features are available at this moment for Cubes.

            Cubes Examples and Code Snippets

            No Code Snippets are available at this moment for Cubes.

            Community Discussions

            QUESTION

            How to calculate diagonal distance on a 3 dimensional grid
            Asked 2022-Mar-10 at 13:53

            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 13:40

            In 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).)

            Source https://stackoverflow.com/questions/71424976

            QUESTION

            Mapping PerlinNoise to a Grid
            Asked 2022-Feb-23 at 07:08

            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 04:59

            It think the issue is in

            Source https://stackoverflow.com/questions/71227119

            QUESTION

            How can I define the size of the graph and draw arced edges with a certain color in networkx?
            Asked 2022-Feb-23 at 02:55

            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 situation

            So 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 02:55

            After 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:

            Source https://stackoverflow.com/questions/71197281

            QUESTION

            How do I use the State component of a react component?
            Asked 2022-Feb-16 at 06:33

            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 06:31

            If 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:

            Source https://stackoverflow.com/questions/71137191

            QUESTION

            How to compare two point of two objects
            Asked 2022-Feb-02 at 12:05

            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:

            1. How to compare two point of two objects to check if they are fit well or not?
            2. How can I improve detecting objects?

            Thanks in advance.

            ...

            ANSWER

            Answered 2022-Feb-02 at 12:05

            Since 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:

            1. Watershed algorithm to get markers.
            2. Filter out boxes(rectangles)
            3. To see if its aligned or not using standard deviation of all the boxes x coordinates. (the threshold can be set accordingly)

            Code:

            Source https://stackoverflow.com/questions/70929010

            QUESTION

            How to rotate a group in ThreeJS around its center?
            Asked 2022-Jan-27 at 20:24

            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 19:52

            All 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:

            Source https://stackoverflow.com/questions/70884472

            QUESTION

            how can i make a cube with a grid in three.js
            Asked 2022-Jan-25 at 20:35

            Cube

            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 20:35

            You 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:

            Source https://stackoverflow.com/questions/70854687

            QUESTION

            How to get Corners of Bounding Box in ThreeJS?
            Asked 2022-Jan-25 at 19:43

            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 19:43

            For 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.

            Source https://stackoverflow.com/questions/70852348

            QUESTION

            min / max corners for 8 cubes forming a single cube around an origin
            Asked 2022-Jan-15 at 02:16

            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 02:16

            This would be a lot simpler with vector arithmetic, but we can do it with the raw coordinates:

            Source https://stackoverflow.com/questions/70718296

            QUESTION

            Three.js - How to pre-position objects to merge?
            Asked 2022-Jan-10 at 07:08

            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 07:08

            Here is a working example of using BufferGeometryUtils and .applyMatrix4():

            Source https://stackoverflow.com/questions/70643562

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Cubes

            You can download it from GitLab, GitHub.
            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 .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/ictrobot/Cubes.git

          • CLI

            gh repo clone ictrobot/Cubes

          • sshUrl

            git@github.com:ictrobot/Cubes.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link