[HN Gopher] Veloren - Voxel action-adventure role-playing
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       Veloren - Voxel action-adventure role-playing
        
       Author : tete
       Score  : 325 points
       Date   : 2025-03-29 18:05 UTC (1 days 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."
        
               | spacechild1 wrote:
               | I didn't even spot the missing "r" until I read this
               | comment. Now I feel you.
        
               | tormeh wrote:
               | If I remember correctly it actually is a typo. Someone
               | typed "verloren" wrong and thought it was a good name for
               | the game. The story behind names is often not so
               | glamorous.
        
             | Hikikomori wrote:
             | Is the game a quest to find the lost r?
        
       | 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.
        
             | vintermann wrote:
             | Default gameplay maybe? But I'm pretty sure there were
             | servers that tried to do whatever Veloren is doing. The
             | diversity of minigames and whole game concepts on Minecraft
             | servers was pretty extreme for a while.
        
           | 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 ...
        
             | itishappy wrote:
             | It's Dig Dug all the way down...
        
               | prox wrote:
               | Is Boulderdash a copy of Dig Dug?
        
               | itishappy wrote:
               | Oh shoot, you right!
        
           | zanderwohl wrote:
           | And minecraft started as an Infiniminer clone intended to
           | have Dwarf Fortress elements. Inspiration all the way down.
        
           | rhet0rica wrote:
           | But Cube World wasn't a crafting or mining game; rather, it
           | was an open-world Zelda-like ARPG, with a lot of progression
           | from randomly-generated gear. The voxel size is smaller, and
           | voxels are untextured, resulting in a 3D-ified pixel sprite
           | look.
        
         | 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.
        
         | tormeh wrote:
         | I think this is a bit outdated. Veloren started out as a Cube
         | World clone, but the goal has changed over time to Veloren
         | being its own thing.
        
       | 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...
        
             | Rohansi wrote:
             | Tiny Glade is not nothing but I wouldn't really call it a
             | game. There is no objective and next to no simulation - it
             | just lets you build dioramas.
        
               | vintermann wrote:
               | Whatever it is, it is extremely successful at it.
        
               | littlestymaar wrote:
               | I'd argue that it is much more of a game than Veloren
               | though.
        
           | tormeh wrote:
           | The only currently maintained generally available engines
           | used by major studios are Unreal and Unity. Maybe you could
           | count CryEngine, but afaik only one major developer besides
           | Crytek themselves use it. Some indies use Godot, but that's
           | hardly "major studios".
           | 
           | Also, no, the Rust tools are not there. Unreal and Unity both
           | have entire ecosystems around them that are at least as
           | important as the engines themselves. Plus asset stores,
           | support staff, console support, and all manner of other stuff
           | you want when your headcount enters the triple digits. You
           | can download an open source fork of CryEngine (O3DE -
           | complicated story) right now. It's free, and no one uses it,
           | because it lacks the non-code extras.
        
             | prox wrote:
             | Godot is picking up Steam (ha!) with more and more
             | releases.
        
               | echelon wrote:
               | 781 games written with Godot were released on Steam last
               | year. That's 4% of the 18,887 total games released.
               | 
               | The percentage is growing year on year.
               | 
               | As unencumbered engines become more capable, the reason
               | to use commercial engines that extract profit decreases.
               | 
               | AAA studios won't use Godot yet. But eventually it'll be
               | good enough. There are now dozens of open source
               | implementations of some of Unreal's most advanced
               | features, such as Nanite.
               | 
               | Everyone uses Blender now instead of Maya. The same thing
               | will happen with game engines.
        
         | 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.
        
             | pjmlp wrote:
             | Also to note, games industry is very conservative, it took
             | a few decades for those languages to be adopted, and in
             | many cases a push from platform owner was also required.
        
             | heromal wrote:
             | My comment didn't add much in the way of discussion, so it
             | probably should have been downvoted. But like you said,
             | Rust isn't making a dent so far, and it'll take much more
             | than memory safety to convince the industry to switch to
             | e.g. Bevy rather than the big 2.
        
         | bobajeff wrote:
         | I don't know if that's true or not but from the perspective of
         | someone who's only looking at open source game engines Bevy
         | looks pretty attractive.
         | 
         | It's looks very capable (Tiny Glade looks amazing), the code
         | base is new and modular. The missing stuff that keeps me away
         | right now is a built-in editor/IDE and scripting and/or node
         | system.
         | 
         | So right now Godot is looking more attractive to me.
         | 
         | I'm also keeping an eye on O3DE but that one I think needs
         | better hardware than I have.
        
           | tormeh wrote:
           | Note that Tiny Glade implemented their own Vulkan renderer,
           | although they do use the rest of the Bevy code base, I think.
           | At least the ECS.
           | 
           | Bevy's WGPU renderer is a lot less fancy than Tiny Glade's
           | Vulkan renderer.
        
       | 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:
           | [flagged]
        
             | khimaros wrote:
             | this is a confusing take to me. could you explain your
             | aversion to launchers?
        
               | doublerabbit wrote:
               | To me launchers are / can be another pattern of dark-ui.
               | Why is a launcher required?
               | 
               | Is the launcher spying on my system, sending information
               | back to HQ?
               | 
               | Can't you tell me the game needs updating when I play the
               | game and then update the game in-game?
               | 
               | Are you going to throw me advertisement banners when
               | you're not making or being greedy?
               | 
               | What if the update fails?
               | 
               | It's one thing I have to wait upon to play the game but
               | launchers come bloated. A carousel of graphics taking a
               | gig of space then requiring an additional 10GB download
               | for the actual game.
        
               | resonious wrote:
               | It's not clear to me how these are dark. You aren't being
               | tricked, and all of these traits might be in the game
               | client itself as well (game could phone home, auto
               | update, fail to auto update, be slow, etc)
        
               | doublerabbit wrote:
               | Maybe not this game but it always ends that way.
               | 
               | Example: EA Origins. Atrocious launcher.
               | 
               | No one can seem to answer why does the game need a
               | launcher?
        
               | trelbutate wrote:
               | You're afraid of the launcher spying on you, but not the
               | actual game?
        
               | doublerabbit wrote:
               | I accept that anything windows is spying on me.
               | 
               | But I expect to play the game, when clicking the game
               | icon. Not being thrown in to a launcher waiting for me
               | while I then thrown advertisements for their next game.
               | 
               | Take a look at EA Origin, it's horrific. It updates then
               | the whole launcher implodes with some alien error code
               | like as one of a printer.
        
               | extrememacaroni wrote:
               | chill bro all mmos and such have used launchers since the
               | dawn of time
        
               | doublerabbit wrote:
               | Yeah? Sure. Quake 3 never needed required a launcher.
        
               | viraptor wrote:
               | Q3 was from times without trivially available persistent
               | internet connections. You had to hunt down the patches
               | and mods yourself manually, hoping not to get malware
               | instead. It was a different time. The updates also were
               | much more spread out - last 3 were from 2001, 2002, 2006.
               | 
               | It's just not comparable to how things work today.
        
               | extrememacaroni wrote:
               | It was also a LAN party game more or less.
        
               | khimaros wrote:
               | in this case, the launcher and the game are both open
               | source. does that change the calculus at all? this
               | launcher clocks in at 22mb.
        
               | itishappy wrote:
               | > Can't you tell me the game needs updating when I play
               | the game and then update the game in-game?
               | 
               | Can you explain this a little? Do you have any examples?
               | Unless you're installing a completely new copy of the
               | game, you're not going to be able to play while you
               | update, making this look an awful lot like a launcher.
               | I'm not aware of any games that are hot-updatable.
        
               | doublerabbit wrote:
               | Patch files. I recall Quake requiring a binary release to
               | update.
               | 
               | Command & Conquer Red Alert 2 had in game patching when
               | you went online. Both world class games.
        
               | zesterer wrote:
               | > Why is a launcher required?
               | 
               | Because Veloren's update cadence for most servers is
               | substantially more frequent than most package
               | repositories are willing to handle (trust us, we've
               | tried!). You can install the game without the launcher,
               | but don't expect it to be compatible with most servers.
               | 
               | > Is the launcher spying on my system, sending
               | information back to HQ?
               | 
               | Categorically, no. The only information we record is an
               | incrementing counter for each architecture downloaded.
               | You can see this data here: https://grafana.veloren.net/d
               | /boL6rzSGk/airshipper?orgId=1
               | 
               | > Can't you tell me the game needs updating when I play
               | the game and then update the game in-game?
               | 
               | That's exactly what the launcher is doing.
               | 
               | > Are you going to throw me advertisement banners when
               | you're not making or being greedy?
               | 
               | Categorically, no. Veloren is open-source (GPL 3), and
               | developed by a close-knit and dedicated community of
               | volunteers. It's a hobby project and will _always_ be
               | free-as-in-liberty as well as free-as-in-beer.
               | 
               | > What if the update fails?
               | 
               | I'm not sure why it would (bar an iffy connection), but
               | the launcher works in offline mode just fine too.
               | 
               | > but launchers come bloated.
               | 
               | Ours doesn't.
               | 
               | > then requiring an additional 10GB download for the
               | actual game
               | 
               | I think we're up at a few hundred MB right now. Most of
               | that is music. It's worth it :)
        
               | alt187 wrote:
               | > You can install the game without the launcher, but
               | don't expect it to be compatible with most servers.
               | 
               | How so? More specifically, if I compile the same version
               | as the launcher, can I play on most servers?
        
               | suavesito wrote:
               | Yes, just that server and client are very much tied, and
               | we have a release cadence of one new version per week.
               | So, you would need to track the release of each week and
               | compile it, to be able to connect to the official server.
        
               | alt187 wrote:
               | I see, the server is sensible to version mismatchs. Thank
               | you!
        
               | wongarsu wrote:
               | Launchers have their place. For example Minecraft needs a
               | launcher: different servers run on different versions
               | (because of heavy customization that doesn't instantly
               | update on a new game release), so being able to select an
               | arbitrary version and launching it is essential. And the
               | snapshot/beta channel works best if you make it easy for
               | people to play the current, stable version, then quickly
               | check out the latest release, then switch back to stable.
               | 
               | Many early-access games do the same via Steam's "beta"
               | feature. If you don't use Steam, you have to replicate
               | the same in a launcher. Or you do it like Adobe and have
               | an entire separate "not a launcher" program to manage
               | which versions are installed.
               | 
               | Verloren currently doesn't seem to actually offer much
               | version management in the launcher, but it seems like a
               | likely future requirement.
        
               | viraptor wrote:
               | > Is the launcher spying on my system, sending
               | information back to HQ?
               | 
               | The game and the launcher is published by the same
               | people. If they wanted to spy on you, there's no reason
               | not to do that in the game as well.
               | 
               | > Can't you tell me the game needs updating when I play
               | the game and then update the game in-game?
               | 
               | While not impossible, this is _way_ more difficult to do
               | safely and reliably in-game. There 's a reason most
               | updaters live outside of the main app process.
               | 
               | > What if the update fails?
               | 
               | Then it's a lot easier to recover from this in a
               | separate, dedicated, minimal app, than as part of the
               | game itself.
        
               | hansvm wrote:
               | Most launchers I see aren't necessary for any technical
               | reason. Most don't even bother to enable any
               | functionality at all to the end user's benefit. They're
               | instead used to exert some form of control in a way
               | that's usually palatable enough to not cause a huge PR
               | backlash. As a default stance, being anti-launcher as an
               | end user seems reasonable.
        
             | potsandpans wrote:
             | Cool story
        
             | dang wrote:
             | " _Please don 't post shallow dismissals, especially of
             | other people's work. A good critical comment teaches us
             | something._"
             | 
             | https://news.ycombinator.com/newsguidelines.html
        
       | 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.
        
         | tormeh wrote:
         | Agreed. I've contributed to the game, so I feel like I have
         | some sort of insight here. Veloren is a bunch of cool features
         | in a bag, but my impression is that there is little focus on
         | the gameplay loop and the holistic player experience. For
         | rather obvious reasons any change that's not achievable by a
         | single person in their free time is also just very hard to get
         | done. Besides, Veloren is popular enough that drastic changes
         | are unlikely to be uncontroversial. I don't blame anyone for
         | this. I guess it's just the nature of open source game
         | development.
         | 
         | Still, I recommend anyone with a bit of time on their hands try
         | it out. There's a couple of hours of decent fun in it. There's
         | a lot to see and explore. The somewhat incoherent design is a
         | bit of a strength at times, since it means the game is not very
         | predictable. Just don't be disappointed when it's not a
         | polished time sink like WoW.
        
       | canadiantim wrote:
       | Thanks for ruining my productivity. This is awesome!
        
       | dang wrote:
       | Related. Others?
       | 
       |  _Veloren, an open source game, release 0.16_ -
       | https://news.ycombinator.com/item?id=39876804 - March 2024 (17
       | comments)
       | 
       |  _Five Years of Veloren_ -
       | https://news.ycombinator.com/item?id=36259635 - June 2023 (1
       | comment)
       | 
       |  _Veloren is a multiplayer voxel RPG written in Rust_ -
       | https://news.ycombinator.com/item?id=33496414 - Nov 2022 (4
       | comments)
       | 
       |  _Veloren is a multiplayer voxel RPG written in Rust_ -
       | https://news.ycombinator.com/item?id=30667022 - March 2022 (177
       | comments)
       | 
       |  _Veloren - Open-source MMORPG written in Rust_ -
       | https://news.ycombinator.com/item?id=26037461 - Feb 2021 (143
       | comments)
       | 
       |  _Veloren: An open-world, open-source multiplayer voxel RPG
       | written in Rust_ - https://news.ycombinator.com/item?id=20347286
       | - July 2019 (1 comment)
        
       | daemonologist wrote:
       | Couple of tips for getting this to launch (I don't have deep
       | experience here, this is just what worked for me):
       | 
       | - install the Rust package rather than the Flatpak or COPR
       | 
       | - disable fractional scaling if you're using Wayland
       | 
       | - launch airshipper from a terminal rather than the Gnome app
       | grid (and if you've already done the latter check for and kill
       | any orphaned processes - they seem to get stuck sucking up a
       | whole thread)
        
       | ianbutler wrote:
       | Okay I played Veloren for a bit a few years ago and I'm really
       | impressed with the improvement, will need to give it another go.
       | 
       | One serious question I have, is there a reason with voxels we
       | still need to have block based stuff? Like back when voxel tech
       | first started taking off I kind of thought we'd get to the place
       | where like you have so many voxels and we get so good at calcing
       | the physics interactions it would just look like a normal game.
       | 
       | What are the bottlenecks there? Or is this intentionally
       | stylistic still these days?
       | 
       | From looking at some of the bosses I can tell that's getting
       | closer but we're still further than I'd think
        
         | JKCalhoun wrote:
         | It appears to be stylistic?
         | 
         | When I see a voxel rotating in space ... that's not really a
         | "voxel" in my mind, it's a cube.
         | 
         | I suppose we over-apply the word though these days.
        
           | ianbutler wrote:
           | Fair, I guess something like the finals is what Im thinking
           | of? Im not sure though I think they may pre bake their
           | destructible terrain
        
             | dannersy wrote:
             | The Finals destruction is not prebaked. The reason it works
             | and is consistent is because everything is done server side
             | and communicated to all clients. The game is very CPU heavy
             | for this reason.
        
               | ianbutler wrote:
               | That's very good to know, I thought it seemed a bit too
               | complex to be, but I wasn't sure.
        
         | ChickeNES wrote:
         | Have you seen the game Teardown?
        
         | prox wrote:
         | Check Space Engineers 2 and Enshrouded. They push voxels in
         | that direction. Similarly, SE2's watersim on planets will be
         | incredible as well.
        
         | vintermann wrote:
         | It's a bit odd, because the main appeal of blocky voxels is
         | that it makes building easier, and these aren't building games.
        
         | tbillington wrote:
         | There are a lot of voxel games that aren't visually cubey.
         | Marching cubes algorithm is just example. Here's a voxel game
         | (fully deformable/mineable world) that isn't block based
         | https://store.steampowered.com/app/1203620/Enshrouded/.
        
           | ianbutler wrote:
           | Oh man how could I forget about Enshrouded, that's a really
           | good example, thank you for bringing that up.
           | 
           | Okay so it does just seem stylistic at this point then.
        
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