Cubiquity for Unity3D is now hosted on BitBucket

I’m pleased to announce that today we are bringing Cubiquity for Unity3D even closer to reality, as an early version of the code is now available on BitBucket. This means you are able to download and play with the system immediately, as well as follow progress and get access to new features as soon as they are implemented. You can use the system with both the Free and Pro versions of Unity3D.

To start playing with it you should clone the BitBucket repository or download the snapshot as a ZIP file:

The repository contains all the C# and shader code required to work with Cubiquity, and it also contains a copy of the Cubiquity native code DLL. However, it does not contain the the source code used to build the DLL as we are not making this publicly available. You can use the provided DLL for free for both commercial and non-commercial purposes, but the size of the volume is restricted to 256x256x256 voxels. In the future it will be possible to buy a license to raise this limit.

We’ve created a video which gives an overview of the system and shows how to perform basic tasks such as creating a volume, modifying it in the Unity editor, and interacting with it at runtime. The documentation is rather thin at the moment so the video is worth a watch:

Feel free to play around with it, though be aware that APIs and file formats are still subject to change as the project evolves.

What next?

The system is a little rough round the edges and needs some polish to bring it to a production ready state. However, before we get to this we intend to spend some time exposing the smooth terrain capability of Cubiquity as we have not yet tested this within Unity3D. We want to ensure that both terrain types (cubic and smooth) work with any patterns and paradigms we introduce.

Roughly speaking we would like to get the smooth terrain working by the end of September (we have an ulterior motive here which I’ll talk about in a later post), and then we’ll get to work on bringing it to a production ready state. We’re developing it in public so that users can test the system at any time, and can consider buying a license when ever they feel it has the features and capabilities they need.

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About David Williams

David is a post-doctorate researcher at the University of Groningen, The Netherlands, where he is investigating GPU computing. Prior to this he worked in the games industry and wrote graphics/engine code for a number of PC/PS3/XBox titles. As well as making games he occasionally enjoys playing them, and also sometimes gets outside to do some photography.

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