What is a Swedish Cube? You know what it is. It comes from Sweden. It's a cube. It's sort of like a voxel. Like a tile sprite, but 3D. They're popular, really popular. Got it? Good.
I am focusing on tech features that I believe will enhance the quality of presentation of Swedish Cube games without requiring sacrifices in terms of gameplay cleanliness and depth. Here are some of my goals (not promises):
- Very large game worlds (> 2000 cubits tall) with very fast movement speeds (> 100 cubits per second)
- Average-case optimizations such as Occlusion Culling and terrain LOD
- An emphasis on optimization for high end machines, especially those with SSDs
- Lights with a large radius of effect
- Fancier lighting in indoor environments
- 3D sound
- More handcrafted world generation, at the cost of generating the world all at once.
- One top secret feature which I have prototyped, but which won't come to SCFU for quite some time.
Conversely, there are some features which Swedish Cubes is unlikely to have for some time:
- Very small cubes or "smooth" terrain
- "Science sandbox" features like planets, infinite generation, erosion simulation, etc.
Finally, I believe that Swedish Cube games should have an art style embraces the restricted canvas that a Swedish Cube represents, and doesn't try to give a realistic presentation to fundamentally unreal worlds. Therefore, Swedish Cubes for Unity will make it easy for developers to use confidently lo-fi graphics.
I believe this set of goals distinguishes SCFU from the other cube game projects out there. Cubes have a incredibly wide range of gameplay applications, so I believe there's enough room out there for a few more Cube-spels (cube games) out there.
This blog will not be the most active one, as I am prone to become addicted to social media. I am also a bit too camera shy to stream very often. But I'll try to keep this place steadily supplied with interesting reads about the tech I am working on.