In our last blog post we laid out a new direction for our Cubiquity voxel engine, including open sourcing the code and shifting the focus towards research for a future Cubiquity version 2. The first part of this is now complete, and the whole technology stack is now available under the MIT license:
- PolyVox: Low-level classes for storing and processing voxel data
- Cubiquity: A higher-level voxel engine built on PolyVox
- Cubiquity for Unity3D: Integration with the Unity game engine
- Cubiquity for Unreal: Integration with the Unreal game engine
The main advantage (as well as freedom!) of this new MIT release is that users can attempt to compile the core Cubiquity library for new platforms whereas we previously only supported Windows, OS X, and Linux. You’ll be own your own here (there are no real build instructions), but we have had reports of it working at least on the iPhone.
There are a few important points to be aware of for those wanting to work with this code base:
For Unity users: We have not uploaded this MIT-licensed version of Cubiquity for Unity3D to the asset store, basically because we don’t want to go through the building/testing/release process again. The asset store version corresponds exactly to the ver1.2.1 release tag, and only differs from master in terms of the readme and the license (Asset Store free license, rather than MIT).
For Unreal users: Be aware that the Unreal version of Cubiquity is really just a proof-of-concept. We did successfully use it for ‘The Peasants are Revolting‘ but it is not production ready and doesn’t work with the latest version of Unreal Engine. We hope to address this for Cubiquity version 2.
However, please do note that the projects above are now largely inactive. As explained previously, the upcoming Cubiquity version 2 will be a complete rewrite which will build on the lessons which have been learned while creating the existing system. Development will take place in a new repository once we have something to show, though at the moment it is very much in the research and prototyping stage.