See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`. |
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assets | ||
chat-cli | ||
client | ||
common | ||
server | ||
server-cli | ||
voxygen | ||
world | ||
.gitattributes | ||
.gitignore | ||
.gitlab-ci.yml | ||
Cargo.lock | ||
Cargo.toml | ||
CONTRIBUTING.md | ||
LICENSE | ||
README.md | ||
rust-toolchain |
Welcome To Veloren!
Veloren is a multiplayer voxel RPG written in Rust. Veloren takes inspiration from games such as Cube World, Minecraft and Dwarf Fortress. The game is currently under heavy development, but is playable.
Development
Currently the communication of contributors happens mainly on our official Discord server. You can join it to keep up with the development, talk to us or contribute something yourself. Anyone who shows genuine effort to help is welcome in our team. You don't have to know how to program to contribute!
Useful Links
The Book - A collection of all important information relating to Veloren. It includes information on how to compile Veloren and how to contribute.
Future Plans - Go here for information about Veloren's development roadmap and what we're currently working on.
Official social media and websites
Get Veloren
You can download up-to-date builds for Windows and Linux from Gitlab CI pipelines (refer to the Download chapter in the book for more information). As of 0.2, due to rapid developement stable versions are outdated and incompatible with the public server.
If you want to compile Veloren yourself, take a look at the How to Compile Guide in the book.
F.A.Q.
Q: How is this game licensed?
A: It's free to play, modify and distribute. Forever. Since it is a community project, we decided to license it under the GNU GPL 3.0 license which means it will always stay free and open source.
Q: What platforms are supported?
A: Veloren can run on Windows, Linux and Mac OS on all architectures (although x86_64 is our main focus). It's probably possible to compile Veloren on/for BSD, Fuchsia and others as well.
Q: Do you accept donations?
A: To keep Veloren a passion project free from financial incentives we will only accept donations to cover server hosting expenses. There is no way to donate yet.
Credit
Many thanks to everyone that has contributed to Veloren's development, provided ideas, crafted art, composed music, hunted bugs, created tools and supported the project.