cubes | based WebGL game engine where the blocks | Video Game library

 by   kpreid JavaScript Version: Current License: No License

kandi X-RAY | cubes Summary

kandi X-RAY | cubes Summary

cubes is a JavaScript library typically used in Gaming, Video Game, Minecraft applications. cubes has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

This project, working title “Cubes”, is a WebGL-based game engine for worlds made of cubical blocks. In order to escape the easy trap of being a Minecraft clone, it is instead programmable, so that the game being played may be redefined interactively. The unique feature of this engine is that each ordinary block is itself made out of blocks; each block can be “entered” and edited at an enlarged scale, and changes will immediately be seen in the outer world. Additionally, the behavior of blocks can be defined by constructing circuits within them, out of special blocks.
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              cubes has a low active ecosystem.
              It has 61 star(s) with 11 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 34 open issues and 38 have been closed. On average issues are closed in 37 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of cubes is current.

            kandi-Quality Quality

              cubes has no bugs reported.

            kandi-Security Security

              cubes has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              cubes does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              cubes releases are not available. You will need to build from source code and install.

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            cubes Key Features

            No Key Features are available at this moment for cubes.

            cubes Examples and Code Snippets

            Calculate the number of possible cubes .
            pythondot img1Lines of Code : 29dot img1License : Permissive (MIT License)
            copy iconCopy
            def solution(limit: int = 1000000) -> int:
                """
                Return the least value of M such that there are more than one million cuboids
                of side lengths 1 <= a,b,c <= M such that the shortest distance between two
                opposite vertices of the  
            Generate a cube of cubes .
            pythondot img2Lines of Code : 10dot img2no licencesLicense : No License
            copy iconCopy
            def cubesum():
                min_pq = MinPQDynamic()
                n = 10 ** 6
                for i in range(n):
                    min_pq.insert(Node(i, i))
            
                while not min_pq.is_empty():
                    node = min_pq.del_min()
                    if node.j < n:
                        min_pq.insert(Node(node.i, nod  
            Utility method to print out the number of cubes in the console .
            javadot img3Lines of Code : 8dot img3License : Permissive (MIT License)
            copy iconCopy
            public void printCubesUptoLimit() {
            		int i = 1;
            		while (i * i * i <= limit) {
            			System.out.print(i * i * i + " ");
            			i++;
            		}
            		System.out.println();
            	}  

            Community Discussions

            QUESTION

            Bind 2 different OLAP Cube results
            Asked 2021-Jun-11 at 16:08

            is there a way to bind 2 OLAP Cubes with the same structure into one? As for now I have big Datasets for past 10 years (20-50 milion records each cube) that is every day processed. For optimalization purposes I want to separate it. For exaple the data for past 8 years will be processed once and the new data will process daily. For it it would need 2 Cubes but can I merge results from it?

            Edit. Im reading on blogs and forums about partitioning the data but how does it really work? Would I be able to process only the new data so I dont need to process all 30+ mil rows?

            ...

            ANSWER

            Answered 2021-Jun-11 at 16:08

            Processing these partitions is done separately from the cube design. One way to deal with this is by scripting out the commands and running them in a sql agent job:

            1- Connect to the ssas instance, browse to the dimensions folder and hit F7 to open the object explorer details window.
            2- Highlight all the dimensions, right click and select process

            3- In the dialogue, select the script button and choose script action to new query window or script action to clipboard and save it someplace. This will be the xmla command to update all the dimensions.

            4- Next, navigate to the measure group in which you made the partitions and select the last partition in the group which you want to refresh daily. Right click, select process and use the script option to create an xmla command

            5- Next, select the measure group folder and select all the measure groups in the object explorer detail window, except for the partitioned group. Right click, select process and script out the command as in step 3.

            6- Now that you have all the commands, add them to a SQL Agent job with 3 xmla command steps, one to process the dimensions and the next two to process the measure groups and most recent partition. Note that if this is running under the sql agent service account, that account will need to have permissions to process the cube.

            tip add another job to run on the weekends which does a process full over the whole cube. This is a little cleanup step to make sure everything stays in sync.

            Source https://stackoverflow.com/questions/67919938

            QUESTION

            Optimize c++ Monte Carlo simulation with long dynamic arrays
            Asked 2021-Jun-10 at 13:17

            This is my first post here and I am not that experienced, so please excuse my ignorance.

            I am building a Monte Carlo simulation in C++ for my PhD and I need help in optimizing its computational time and performance. I have a 3d cube repeated in each coordinate as a simulation volume and inside every cube magnetic particles are generated in clusters. Then, in the central cube a loop of protons are created and move and at each step calculate the total magnetic field from all the particles (among other things) that they feel.

            At this moment I define everything inside the main function and because I need the position of the particles for my calculations (I calculate the distance between the particles during their placement and also during the proton movement), I store them in dynamic arrays. I haven't used any class or function,yet. This makes my simulations really slow because I have to use eventually millions of particles and thousands of protons. Even with hundreds it needs days. Also I use a lot of for and while loops and reading/writing to .dat files.

            I really need your help. I have spent weeks trying to optimize my code and my project is behind schedule. Do you have any suggestion? I need the arrays to store the position of the particles .Do you think classes or functions would be more efficient? Any advice in general is helpful. Sorry if that was too long but I am desperate...

            Ok, I edited my original post and I share my full script. I hope this will give you some insight regarding my simulation. Thank you.

            Additionally I add the two input files

            parametersDiffusion_spher_shel.txt

            parametersIONP_spher_shel.txt

            ...

            ANSWER

            Answered 2021-Jun-10 at 13:17

            I talked the problem in more steps, first thing I made the run reproducible:

            Source https://stackoverflow.com/questions/67905839

            QUESTION

            Vector attraction when mouse pressed
            Asked 2021-Jun-08 at 11:29

            Currently trying to create attraction effect on 3D cubes using createVector function. The attraction designed to trigger when mouse pressed but currently it's stating the error:

            ...

            ANSWER

            Answered 2021-Jun-08 at 11:29
            • You're using index a for argument of Cubes.attraction which is expecting an object with a pos vector field (a Cubes ?)
            • You're trying to position your cubes using this.x / this.y, which aren't changed by update. Use the this.pos vector instead
            • You can optimize by checking for mouse pressed only once, and only then calling attraction on every cube with mouse coordinates as vector argument
            • In physics, force drives acceleration, not velocity. I changed that but maybe it was deliberate of you.
            • You should change your class name to Cube rather than Cubes

            Source https://stackoverflow.com/questions/67884977

            QUESTION

            Three.js: Cannot display mesh created with texture array
            Asked 2021-Jun-07 at 19:33

            I'm building a very original game based in cubes you place in a sandbox world (a totally unique concept that will revolutionize gaming as we know it) and I'm working with the chunk generation. Here's what I have so far:

            My blocks are defined in an object literal:

            ...

            ANSWER

            Answered 2021-Jun-01 at 10:32

            I solved it after finding a reference to THREE.UVMapping in the docs. When sending the geometry to the GPU, textures coordinates need to be a biyection from the vertices coordinates. To achieve this, I defined the following three attributes in my blocks:

            Source https://stackoverflow.com/questions/67764263

            QUESTION

            C++ OpenGL stb_image.h errors
            Asked 2021-May-31 at 19:12

            I am following an OpenGL tutorial from https://learnopengl.com/ (specifically https://learnopengl.com/Advanced-OpenGL/Depth-testing) and I have many errors to do with stbi. Error Log image here (Below I have also attached the complete Output tab). I have added the "#define STB_IMAGE_IMPLEMENTATION" at the top of the main.cpp file (and not in a header). If I don't use any stb_image functionalities, the project compiles and runs. I have had projects where stb_image worked fine, but all those projects that worked were x86 (or 32-bit). It seems that I can not get stb_image with x64 (or 64-bit). I know that x64 itself works since other projects without stb_image that were x64 have compiled. I have also looked back to where I downloaded the header file for stb_image and there was no option for x64 vs x86 as there was only one universal option. Here is an image of how the files are organized: File hierarchy. I will also include my main.cpp file but if you want to see a specific file let me know. I am very new to c++ since I come from java and python so any help is appreciated.

            ...

            ANSWER

            Answered 2021-May-31 at 19:12

            As mentioned by Retired Ninja in the comments, all you do to fix it is to put the #define STB_IMAGE_IMPLEMENTATION and #include stb_image.h after all the headers that also include the stb_image.h file. Once this was fixed, the program runs but I am getting a frame not found error but I think that is a separate issue from this.

            Source https://stackoverflow.com/questions/67777769

            QUESTION

            How to limit the number of total animated drop cubes and make them animate by their added order?
            Asked 2021-May-28 at 17:28

            When we click this add button we will add a new cube which will drop immediately, but if we click it very quickly, there will be too many cubes dropping. I want to limit the number of the total animated dropping cube.

            For example, even if we click the button very quickly and 10 cubes are added to the page, only two cubes are dropping, and others must wait until they finished.

            For example, the 3rd and 4th cubes will start to drop when cube 1 and cube 2 finished.

            I was thinking maybe we can have a global variable of the total animated cubes count, ++ and -- it when a new cube is starting and finishing animation, use setInterval to check if the variable is less than 2, but this can't make the animation based on the cubes created order. May I know how to solve this? Thank you so much!

            ...

            ANSWER

            Answered 2021-May-28 at 17:28

            Consider the following example. It is using jQuery versus JavaScript. It could be similarly scripted.

            Source https://stackoverflow.com/questions/67742464

            QUESTION

            Issue with FirstPersonController in Ursina
            Asked 2021-May-24 at 07:46

            I'm using the Ursina engine to create a 3D game. However, when i try to load the FirstPersonCharacter, all I got is a grey background (normal) and a very small magenta square, in the center, tilted at 45°. What is that ?

            I was first trying to make my own mechanics for a first person character, move the camera according to the mouse position (I have this), and I was playing with math and stuff for movements... I was looking at this video (https://www.youtube.com/watch?v=DHSRaVeQxIk) for totally something else, and I found out about the FirstPersonController.

            But, with the (almost) same code as him, it doesn't work ! What's that issue, has someone already ran into it ? Is FirstPersonController broken ? Or is my brain broken ?

            Edit : found out in the ursina cheatsheet that the small magenta tilted square is the cursor. But I still can't move, can't have gravity or anything ? And I can't see my floor.

            Second edit : using some piece of code the ursina cheatsheet provided, arranged, I can now see my floor. But I can only move the camera on 1 axis (up and down), I can't move, no gravity, nothing...

            Here is my code :

            ...

            ANSWER

            Answered 2021-May-22 at 07:57

            There is gravity and it has the effect of letting the player fall into infinity. When you move the mouse around to look up, you will see the cubes disappearing into the distance.

            The solution is to add collider='box' to your floor cubes to stop the player from falling through. Note that the starting point seems to be inside one of the cubes so you have to jump out of it (using the space bar) or slightly lower your floor cubes' position.

            Source https://stackoverflow.com/questions/67588962

            QUESTION

            Are OpenGL ordered as viewed by an internal or external viewer?
            Asked 2021-May-23 at 07:38

            I have written a WebGL program which displays a rotating cube. The indices are in counter-clockwise order as viewed from the outside. However, when I decide to enable cull faces, the faces that I understand to be "front" are culled, and the cube appears to be hollowed-out. I can fix this issue by telling WebGL to cull "front" faces instead.

            I declared the cube's vertex positions, texture coordinates, and indices as follows: image or text.

            My question is: am I supposed to declare points in counter-clockwise order as viewed from within the shape? If not, why are the indices I am using backwards?

            This program (which is already the minimum reproducible example) is below.

            ...

            ANSWER

            Answered 2021-May-23 at 07:01

            You said "The indices are in counter-clockwise order as viewed from the outside."

            No they are not. The indices of the 1st triangle are 0, 1, 2 and the vertices are (-1, 1, -1), (-1, -1, -1), (1, -1, -1).

            Source https://stackoverflow.com/questions/67656919

            QUESTION

            How can I rotate the capsule to look at the next position while reaching the current position?
            Asked 2021-May-20 at 23:43
            using System.Collections;
            using System.Collections.Generic;
            using System.Linq;
            using UnityEngine;
            
            public class WaypointsFollower : MonoBehaviour
            {
                public float speed;
                public Waypoints waypoints;
                public Transform capsule;
                public bool go;
                public bool goForward;
                public float rotationSpeed;
            
                private int index = 0;
                private int counter = 0;
                private int c = 0;
                private List curvedLinePoints = new List();
            
                public int numofposbetweenpoints;
            
                private bool getonce;
                private bool getBackwardIndexOnce = true;
            
                private void Start()
                {
                    waypoints = GameObject.Find("Waypoints").GetComponent();
            
                    curvedLinePoints = GameObject.FindGameObjectsWithTag("Curved Line Point").ToList();
            
                    if(waypoints.moveInReverse == false)
                    {
                        goForward = true;
                    }
                    else
                    {
                        goForward = false;
                    }
            
                    if(goForward)
                    {
                        index = 0;
                    }
                }
            
                private void Update()
                {
                    if (getonce == false)
                    {
                        numofposbetweenpoints = curvedLinePoints.Count;
            
                        getonce = true;
                    }
            
                    if (go == true && waypoints.lineRendererPositions.Count > 0)
                    {
                        if(goForward == false && getBackwardIndexOnce)
                        {
                            index = waypoints.lineRendererPositions.Count - 1;
            
                            getBackwardIndexOnce = false;
                        }
            
                        Move();
                    }
                }
            
                private void Move()
                {
                    Vector3 newPos = transform.position;
                    float distanceToTravel = speed * Time.deltaTime;
            
                    bool stillTraveling = true;
                    while (stillTraveling)
                    {
                        Vector3 oldPos = newPos;
            
                        // error exception out of bound on line 55 to check !!!!!
                        newPos = Vector3.MoveTowards(oldPos, waypoints.lineRendererPositions[index], distanceToTravel);
            
                        distanceToTravel -= Vector3.Distance(newPos, oldPos);
            
                        if (newPos == waypoints.lineRendererPositions[index]) // Vector3 comparison is approximate so this is ok
                        {
                            // when you hit a waypoint:
                            if (goForward)
                            {
                                bool atLastOne = index >= waypoints.lineRendererPositions.Count - 1;
                                if (!atLastOne)
                                {
                                    index++;
                                    counter++;
                                    if (counter == numofposbetweenpoints)
                                    {
                                        c++;
            
                                        counter = 0;
                                    }
                                    if (c == curvedLinePoints.Count - 1)
                                    {
                                        c = 0;
                                    }
                                }
                                else { index--; goForward = false; }
                            }
                            else
                            { // going backwards:
                                bool atFirstOne = index <= 0;
                                if (!atFirstOne)
                                {
                                    index--;
            
                                    counter++;
                                    if (counter == numofposbetweenpoints)
                                    {
                                        c++;
            
                                        counter = 0;
                                    }
                                    if (c == curvedLinePoints.Count - 1)
                                    {
                                        c = 0;
                                    }
                                }
                                else { index++; goForward = true; }
                            }
                        }
                        else
                        {
                            stillTraveling = false;
                        }
                    }
            
                    transform.position = newPos;
                }
            
                private void RotateTo()
                {
                    // Determine which direction to rotate towards
                    Vector3 targetDirection = -capsule.position;
            
                    // The step size is equal to speed times frame time.
                    float singleStep = rotationSpeed * Time.deltaTime;
            
                    // Rotate the forward vector towards the target direction by one step
                    Vector3 newDirection = Vector3.RotateTowards(capsule.forward, targetDirection, singleStep, 0.0f);
            
                    // Draw a ray pointing at our target in
                    Debug.DrawRay(capsule.position, newDirection, Color.red);
            
                    // Calculate a rotation a step closer to the target and applies rotation to this object
                    capsule.rotation = Quaternion.LookRotation(newDirection);
                }
            }
            
            ...

            ANSWER

            Answered 2021-May-20 at 23:43

            To answer your two newly added questions:

            1. Even if I set the rotationSpeed to 30 it's still rotating kind of slow. Why 30 is so slow?

            Your current timestep is set to rotationSpeed * Time.deltaTime. As you mentioned, rotationSpeed is now 30, but what is Time.deltaTime? Time.deltaTime is the amount of seconds between frames, meaning it is 1 / framesPerSecond. Generally framerate is ~60, so for the example we'll call it 1/60 or 0.016666667. When multiplied by your constant of 30, we get 30/60 or 0.5.

            The parameter you are using in RotateTowards is maxRadiansDelta. From the wiki, this parameter is:

            The maximum angle in radians allowed for this rotation.

            As to why your rotation could be defined as slow, is you are moving at roughly 0.5 radians per second. If you increase this value from 30 to something like 60, you then move to 1.0 radians per second and so on.

            1. The rotation is on all the axis like in this screenshot but I want it to rotate only on the Y but because to make the capsule stand I have to set the X to -90 when rotating on the Y it's changing the capsule-like scaling it. I want the capsule to like spin around itself.

            The issue here is that RotateTowards will orient your object on all axes to directly take the forward direction and point it at your goal transform. I believe something like this could work?

            Source https://stackoverflow.com/questions/67627909

            QUESTION

            Polygon Z Ordering
            Asked 2021-May-20 at 07:40

            I am currently trying to write a 2D only 3D "renderer" that uses polygons only.

            Before rendering, I order the polygons by calculating one Z value as following:

            ...

            ANSWER

            Answered 2021-May-20 at 07:40

            You are missing important steps ... This is how it should be done:

            1. input is list of 3D triangles, output is list of 3D triangles

              The output list is empty at start

            2. "2D" screen project each processed triangle and leave it with original z values

              so its still 3D , but x,y are screen positions and z is "original" z value in camera coordinate system.

            3. check each processed triangle after projection if it intersects any triangle already in output list.

              If no intersection occurs then simply add this triangle to output list as is.

              if it does intersect you need to re-triangulate all intersected and new triangle so no intersections occur. And add these new triangle(s) to output list (while removing the original intersecting triangles from output list).

              Here exampel of 2 overlaping triangles:

              as you can see it can create quite a lot of new triangles and usually new triangle intersects more than just one triangle so you need to do this recursively for each triangle of the overlapped parts or create a list of all intersecting triangles first and retriangulate them at once ...

            4. after whole scene is processed Z sort the output list by mid point z value

              this step you already got.

            5. render the sorted output list using 2D triangle rendering

              this step you already got.

            As you can see you need a buffer of size depending on number of triangles in scene and overlaps. Also this method is very complicated (and not very good choice for rookie programmers) and usable only for very simple scenes. For more complex ones is much easier and faster to use Z buffer. However that one require along with the buffer itself also 3D rendering of triangle (so one more interpolation and per pixel condition). As you can see its O(1) instead of the O(n.log(n)) for z sort.

            Source https://stackoverflow.com/questions/67602347

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

            Vulnerabilities

            No vulnerabilities reported

            Install cubes

            You can download it from GitHub.

            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 .
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