[HN Gopher] Veloren - voxel action-adventure role-playing in Rust
___________________________________________________________________
Veloren - voxel action-adventure role-playing in Rust
Author : tete
Score : 195 points
Date : 2025-03-29 18:05 UTC (4 hours ago)
(HTM) web link (veloren.net)
(TXT) w3m dump (veloren.net)
| pndy wrote:
| Isn't that word used as name means "lost" in German?
|
| I tried it a while ago and it looks really interesting -
| especially biomes and lightning
| VonTum wrote:
| The german word is "Verloren" (Also in Dutch)
|
| But the similarity is striking still
| rzzzt wrote:
| "Veloren (/ vIlorn /, ve-LOR-en, from German/Dutch verloren
| ('lost')) is an open-world, open-source multiplayer voxel RPG
| written in Rust Language."
|
| https://wiki.veloren.net/wiki/Main_Page
| suavesito wrote:
| Not a coincidence, it was derived from the word!
| hovering_nox wrote:
| I hate it so much. Every time I read it, all I can think is
| "that's a typo."
| skitter wrote:
| If you're interested in how the mountains and rivers are
| generated, it's mostly based on the paper "Large Scale Terrain
| Generation from Tectonic Uplift and Fluvial Erosion": Each chunk
| rises (at a noise-based, constant rate) while erosion is applied
| based on the chunk's slope and the size of its catchment area.
|
| The result is a river network as well as the central height of
| each chunk; based on this roads, caves and structures are laid
| out. The actual voxels are only determined when a player loads
| the area and are (usually) not persisted.
|
| Also, for some technologies not related to worldgen: Rendering is
| done via wgpu, models are built in MagicaVoxel, and both client
| and server use an ECS (specs).
| matricaria wrote:
| This is an open source version of another game called Cube World,
| which was basically a scam when it came out. Had only a few of
| the promised features and didn't update for years.
| philipwhiuk wrote:
| I mean they're all just Minecraft clones.
| maeln wrote:
| Not at all. Aside from the aesthetic choice, both cube world
| and veloren have nothing in common with minecraft when it
| comes to gameplay.
| SkiFire13 wrote:
| The term you might be looking for is voxel games.
| vmg12 wrote:
| And minecraft is an infiniminer clone which is a 3d clone of
| Motherload which is a clone of ...
| zanderwohl wrote:
| And minecraft started as an Infiniminer clone intended to
| have Dwarf Fortress elements. Inspiration all the way down.
| suavesito wrote:
| The project started, as you stated, as a clone of Cube World
| (the name CloneWorld was thrown a few times, did not stick).
| But it was rapidly decided that the direction we wanted was
| different. Veloren is a look-similar (and I would argue that
| not that much) of Cube Wolrd, but it is headed in a completely
| independent direction.
| echelon wrote:
| Rust gaming is picking up.
|
| Veloren's mainline client is built on its own engine.
|
| Tiny Glade uses Bevy ECS, but has it's own graphics stack.
|
| Both Bevy and Fyrox are starting to get pretty capable. They're
| not Godot yet, but they're getting there. Bevy and Fyrox have
| very different design goals, so there's something for everyone.
|
| Bevy leans hard into ECS and has a ton of utility crates and
| third party libraries, such as level builders. Fyrox is not so
| heavily tied to ECS and tries to build everything in as a
| complete package. Bevy is the more mature engine, but both are
| viable.
|
| Both can be easily deployed to the web as WASM bundles, so
| they're ideal for multi platform targeting.
|
| Rust is shaping up to be a major game programming language. And
| it's already an incredible web backend / RPC / API service
| programming language, so you can write your game server in Rust
| too.
| pandemic_region wrote:
| What about Jai ?
| lawn wrote:
| Is there anything you can run with Jai yet?
| Ygg2 wrote:
| Is it publicly available?
| jsheard wrote:
| Nope, there's an inner circle of beta testers but it's
| still effectively vaporware as far as the general public is
| concerned, even after a decade of development.
| wavemode wrote:
| As the old joke goes - Rust has 50 game engines but only 5
| games.
|
| The tools are there, sure, but are major studios using them?
| Guthur wrote:
| Because it has marginal to no benefit over existing c++
| stacks, and more important would be economically detrimental
| because the majority of game developers doing engine coding
| are c++ developers.
| littlestymaar wrote:
| Not a major studio, but a BAFTA Nominee game[1] is not
| nothing either.
|
| [1]: https://store.steampowered.com/news/app/2198150/view/655
| 9419...
| knowknow wrote:
| I feel like there's this assumption from Rust enthusiasts that
| Rust will supersede all other languages and tools. While it's
| cool that these things are being done, it's not enough to show
| that it will become a major game programming language.
| Especially due to how mature and sophisticated other tools are
| in comparison to the Rust tools.
| heromal wrote:
| > Rust is shaping up to be a major game programming language.
|
| No it's not
| ecshafer wrote:
| You were downvoted but I think youre right. So many games are
| made in C++, C#, Lua, GML, Haxe, even Swift, Java and
| Javascript if you include mobile and web games. In terms of
| raw number of games, Rust isn't in the top 10 yearly.
| misnome wrote:
| Minor note that installation via the launcher (Why a launcher!?!)
| seems a bit broken. Both the direct mac download, and installing
| from Cargo, installs Airshipper v0.15.0. This says that it's
| outdated and to install a new version. Clicking the button to do
| this takes you to the Github releases page, where the latest
| version is 0.14. There's a december release for v0.16 but it's a
| tag only and has no artifacts. Quit in frustration.
|
| Edit: Despite having an issues page, the GitHub page of the
| launcher is apparently only a mirror of the GitLab repository.
| GitLab has artifacts for the latest version. I am mystified why
| they send people to the GitHub page on their officially linked
| and `cargo install` downloads.
| suavesito wrote:
| The launcher was there to make it easier to pull the latest
| build without needing to check if a new version was available.
| A couple of years back the updates were irregular (sometimes a
| few days, other more than a week). We regularized the new
| builds once a week, but, still, the launcher now serves as a
| way to explore different unofficial or experimental servers
| that are being available (via registering in the GitLab
| project).
| baal80spam wrote:
| Thanks for the reply, but the instant I saw it requires some
| kind of a launcher, I closed the page.
| khimaros wrote:
| this is a confusing take to me. could you explain your
| aversion to launchers?
| muterad_murilax wrote:
| Reminds me of 3D Dot Game Heroes for the PS3.
| 99094 wrote:
| I remember playing a very very early version of Veloren as a Cube
| World alternative. Happy to see where it is right now.
| littlestymaar wrote:
| I want to like Veloren, I've been following the project for a
| long time as I like their design goal and the art direction they
| have, but even after all this time it's the perfect illustration
| of what you get when you try making a game with just artists and
| developers and with no _game designers_ : lots of things are very
| _cool_ but as a _video game_ it just keep missing the mark.
___________________________________________________________________
(page generated 2025-03-29 23:00 UTC)