Cubyz is a 3D voxel sandbox game (inspired by Minecraft).
Cubyz has a bunch of interesting/unique features such as:
- Level of Detail (→ This enables far view distances.)
- 3D Chunks (→ There is no height or depth limit.)
- Procedural Crafting (→ You can craft anything you want, and the game will figure out what kind of tool you tried to make.)
Cubyz is written in Zig, a rather small language with some cool features and a focus on readability.
Windows and Linux are supported. Mac is not supported, as it does not have OpenGL 4.3.
Check out the Discord server for more information and announcements.
There are also some devlogs on YouTube.
Until recently (the Zig rewrite was started in August 2022) Cubyz was written in Java. You can still see the code over on the cubyz-java branch and play it using the Java Launcher. // TODO: Move this over to a separate repository
Originally Cubyz was created on August 22, 2018 by zenith391 and ZaUserA. Back then, it was called "Cubz".
However, both of them lost interest at some point, and now Cubyz is maintained by IntegratedQuantum.
Sorry, the zig version isn't there yet. You can test the old Java version or ask on the Discord server and I may compile a test release for you.
Otherwise, you can do the following:
- Install Git
- Clone this repository
git clone https://github.com/pixelguys/Cubyz
- Run
run_release.sh
(Linux) orrun_release.bat
(Windows)
I also had to install a few -dev
packages for the compilation to work:
sudo apt install libgl-dev libasound2-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxext-dev libxi-dev
Try to follow the style of the existing code. // TODO: Add a style guide
If you have any more questions, you can ask them over on Discord.
If you want to add new textures, make sure they fit the style of the game. If any of the following points are ignored, your texture will be rejected:
- The size of block and item textures must be 16×16 Pixels.
- There must be at most 16 different colors in the entire texture.
- Textures should be shaded with hue shifting, rather than with darkening only.
If you are not sure how to use hue shifting, here is a video that explains it well.