Page published & last updated

Voxel parkour game

I livestream the development of this game on twitch every Saturday at 6AM Helsinki time.

This game is going through a bit of an identity crisis right now. Or, I guess it would be more accurate to say that I'm considering pivoting to another type of game...

I don't know how it happened, but I suddenly found myself implementing multiplayer. It's pretty close to being done as well! My dreams of making a 3D-platform-fighting-game seem more achievable than the original vision for this game, which feels a bit strange.

Anyway, once multiplayer has been added and polished, I will start thinking about the direction to go next. The initial implementation took around 2 weeks, but the polishing phase might take 2-6... Will see!

There is a lot to work on -- the graphics, the audio, the map design, environments for the maps, the underlying systems holding everything together... But, the game gets better, one small step at a time.

Technical details

This project is written in Rust. I use wgpu & winit as my main libraries.

If you want to learn wgpu, check out this awesome tutorial: https://sotrh.github.io/learn-wgpu

I used to render the world with raytracing. One of my main learning resources for that was Douglas. The current rendering implementation uses good 'ol boring triangles. (The video above is from the raytracing days, but the current game looks essentially the same)

I am not using a 3rd-party physics/collision detection library. All of the gameplay code has been written by me: partly because I want to be absolutely sure that it's deterministic so I can have demo files (fancy name for input replays) and have the netcode not have to send game-state over the internet