Voxatron is an action and adventure game set in a world completely made of tiny cubes that can be built, blasted to smithereens, and collapse in per-voxel detail. It comes with a fancy voxel designer and level mapping tools.
An alpha version of Cube World was first released on Picroma's website on July 2, 2013, but was eventually made unable to be repurchased.[15][16] At the time, the game's download server suffered a DDoS attack, which von Funck later admitted was an unexpected event that "traumatized" him.[17][18][19] During its alpha release, many players were concerned about further development of the game due to the general lack of updates from von Funck, with many considering the game to be vaporware, despite him stating several times during development that the game was still being worked on.[20][21][22] In September 2019, von Funck announced that the game would be officially released via Steam on September 30, and that purchasers of the alpha release would receive a Steam key for free.[23][24][25]
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You will model a cube of jello, which, when undeformed, has the shape of a cube of dimensions 1 meter x 1 meter x 1 meter.The cube will be constrained to stayin the interior of a bounding box of dimensions 4 meters x 4 meters x 4 meters.The center of the bounding box is located at the originof the world-coordinate system.The axes of the boundingbox are aligned with the world-coordinate system axes.The cube will stretch, contract, oscillate, change velocity, bounce off the walls of the bounding box,based on the physicallaws for a mass-spring system.The cube will initially be positioned inside the box.When the cube reaches one of the walls of the bounding box, it shouldbounce off that wall back towards the interior of the bounding box.
A real-world jello cube is a continuous object, and if we were to simulate everysmall infinitesimal part of the elastic material,infinite memory would be required.For this reason, we will discretize the jello cube. This approach (discretization)is very common inphyisically-based modeling, and also appliedmathematics and engineering in general.The cube will be modeled by 8 * 8 * 8 = 512 discrete mass points, all of equal mass.In the undeformed configuration, the mass points will form a uniform grid covering the volume of the cube. They will be positioned at (i / 7, j / 7, k / 7),where i, j, k are in 0, 1, 2, 3, 4, 5, 6, 7 .The rest length of all the springs will be determinedbased on the positions of the mass points in the undeformed configuration.As the cube deforms, the points will change position, giving us theshape of the cube at any given moment of time.Note that as the cube deforms, the points will no longer be the same distance apart from their neighbors.At places where the jello cube is squeezed, the points will be closer together,and where it is stretched, they will be farther apart than in the undeformed position.
Initially, the cube will be in some prescribed **deformed** position, with some prescribed initial velocities.Your program will read the information about the initial position of the cube, initial velocity, and variousother simulation parameters from a file on disk. The movement of the jello cubewill depend on the information given in this file.We shall call these files 'world' files,because they describe the initial world (state) of the jello cube.The default extension for these files is .w (example: jello1.w) . Several world files are provided with the assignment,so that you can test your code. Included in the starter code is the routine loadWorldwhich loads all the information from a world fileinto processor memory. There is also a routine writeWorld which works in the opposite direction:it saves the current point positions, velocities, and other parameters to a valid world file on disk.See the comments in the input.cpp filefor parameters to these two routines. Also, the starter code provides a separate application called createWorld.It can be found in the starting package (createWorld.cpp) . This application allows you to create your own world files withouthaving to manually edit world files.For more info about createWorld and fora description of the structure of a world file, click here.
The world file might also specify an external non-homogeneous time-independent(i.e. possibly varying with location, but not with time)force field. If the force field is present, you must model its effect on the cube.The force field is given as an array of vectors, each specifying the 3D force vector (in Newtons) at a nodeof a 3D discrete grid. Note that this is a different grid than the jello cube grid;this force field grid covers the entire scene bounding box.Use interpolation to obtain values of the force field at an arbitrary position inside the bounding box.The grid is uniform, covers precisely the volume of the bounding box, and consists of n x n x n equally spaced points,where the parameter n is the resolution of the grid. It is specified in the world file.For this assignment, you need to support values of 2
In the triangle mode, the jello is illuminatedusing proper OpenGL lighting.Starter code provides a complete lighting environment in jello.cpp . You are free to change lighting parameters, or make otherrendering improvements/modifications.This way, you can personalize your assignment -otherwise all the cubes for the entire class will lookthe same (except for any differences in implementationof physics of course), which would makefor a quite boring final assignment movie.
In the starter package, all of these files already contain code for pre-implementedfunctionality such as lighting, camera positions, integrators, etc.You can modify any of these files in any way you want and you can add your own files, if you need to.Also in the starter package, there are some examples of world files.You can download the complete starter package here.
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