Welcome to StaudSoft's Synthetic World Beta! It allows you via a seed to create a unique landscape with mountains, oceans, trees and beaches. Although it looks like a normal game engine, everything in the game is based on voxels. So everything you see can be changed. You can cut down trees, build a house or dig into the ground!
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Release Date:
Sep 12, 2014
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Recent updates View all (171)

February 1

Tweet: New libraries, new config file, new gameplay elements and AI

I uploaded a new version to the unstable branch. Most of the c++ libraries which are used by the game are updated:

  • As physic engine we now use bullet 2.86.7 (I wanted to update to bullet 2.88 but it crashed)
  • We now use SDL 2.0.9 (this means better hardware support)
  • We use the newest version of FreeImage, FreeType, Ogg, OpenAL
  • The game does not come with a Java Virtual Machine any more as we dumped java as modding language.
  • There is no loader any more. The game is now completely 64bit (but I can change this if anyone is using 32bit windows. But of course you should not use Windows XP as it is a security risk. Use Linux Mint instead if you have an old computer. This game likes wine!)

We also changed the config file. So your game settings (not your levels, of course) will be reseted once you start the game.

But the biggest change is that this version was completely made with Linux and this means better compiler support, faster build time and a faster game!

We also did updates to the gameplay:

  • Tools will degrade when used
  • Damageable construction sets, chairs and so on
  • Performance improvements in the rendering system
  • Better Lua Support for Modding (it is now possible for a modder to change the source code of the game while it is running)
  • Improvements regarding the rails (but I still need to test these)
  • Special GUIs for entities (we think here about chests which can be lock picked and other stuff)
  • Bug fixes regarding stability

And regarding AI we added a lot of features which you can not see at the moment as the AI is not activated:
  • Streets can now be created and placed into the world by the AI
  • Buildings are now generated with complete furniture (even during gameplay, so the AI can place a building and you can see how it is build).
  • The navigation system for the NPCs is working
  • Implemented management of non-active NPCs
  • Basic economy of the states is implemented, including good transport.
  • NPC AI / game interface is implemented

NPC AI

Regarding the AI we are currently working on the system which can automatically control the NPCs. It can already solve simple problems (like transport of wares via airplanes). The next step is to be able to solve more complex problems, like going to a store, buy things, craft something and then use it. When this works every NPC will be able to create complex plans in order to achieve its goals.

State AI / War AI

We are also working on using Deep Learning and Neural Networks to improve the overall performance of the system. This will be especially useful when several states in the virtual world will fight wars.

The next steps
Apart from the AI I am also working on a new memory compression method. It could compress the voxel data by a factor of 100 which would be quite impressive. But I do not know if the compression / uncompression takes to much CPU power. We will see...

And I will also make the dialog system for the NPCs. And just for testing I will let them run through the map :-)

Have fun!
3 comments Read more

January 7

Tweet: New bug fix release

Hello guys, there is a new bug fix release in the unstable channel. It will correct the cloud rendering and some bugs with the weapons.
0 comments Read more

About This Game

An open world sandbox game and a testbed for AI research.
Explore the world, build your own tools and fight monsters!

This is a work in progress title! We are still actively developing it (This means it has bugs, but the features will grow and you can take part in the developing process by posting your ideas)

World

Complete Dynamic World
Everything you see in the world can be changed! The blocks are much smaller and complexer than in other games!

Fight Monsters
With a state of art animation system every NPC moves smoothly through the landscape!

Build Tools
Use advanced build tools to create your own world. Objects can be composed by using of shapes, ramps, voxel blocks, transparent blocks, grate like textures, ...

Plant Simulation
This game proves a complete plant simulation. You can collect seeds, grow your own plants and the harvest them

Water Simulation
The water is totally dynamic. It can be collected by the player and placed again.

Gameplay

Multiplayer
This game has full multiplayer support. Use the custom made level editor to create custom maps for multiplayer.

Weapons
Use a lots of different weapons to fight the monsters in single player mode or your opponents in the multiplayer mode!

Hint for parents: There is no blood in this game. You do not fight humans. And scary monsters like the zombie can be disabled in the settings. A peaceful mode is available. If you think that you need more features to protect your children, feel free to contact us, we will implement them!

Engine

High End Rendering Engine
The engine supports HDR, Parallax Occlusion, Deferred Rendering, Animation Blending, Dynamic Lights, Voxel Rendering, Day and Night cycle, Particle Simulation, Water Effects, Motion Blur, ...

Physic Engine
We use the Bullet Physic Engine to create realistic physical behavior!

Modding Support
We use the Bullet Physic Engine to create realistic physical behavior!

Development Policy

And last but not least our goal is it to be nice to the gamers. This means:
  • We will not break your maps when we release a new version of the game!
  • The mod support will also be backwards compatible. So if you write a mod for this game this will also work in future version!
  • We have a demo version. If you are unsure just try it out!

Comprehensiv Feature List

  • A C++ based game engine (we created our own engine)
  • Lua-based modding support (in progress)
  • Beta Multiplayer
  • Motion captured animations
  • Infinite Landscape
  • Create your own landscape via a heightmap and vegetation density map
  • Special multiplayer editor with which you can create maps!
  • A lot of different block types (see wiki)
  • Pregenerated landscape: You can start playing the game in seconds!
  • Special shapes: Cylinder, Ramp, Arch, ...
  • Torches, lamps, camp fires (with dynamic shadows)
  • Chests
  • Doors
  • Boat
  • Water simulation
  • Electric wires (LEDs, buttons, ...)
  • Growing of plants and trees
  • A bed
  • Weapons (stick, sword, pistole, machine gun, grenade launcher, shotgun, sniper rifle)
  • A lot of different monsters: bears, zombies, wolves, sheeps, red deer, spiders, monkeys
  • Dungeons: natural and man made.
  • Dungeons with monsters, chests and furniture
  • Ruins
  • 3D scanned stones
  • Grids
  • Paintings
  • Signs
  • Different types of landscapes
  • Caves
  • Ruins
  • Fire simulation
  • Heat simulation
  • Crafting via recipes
  • Voxel renderer
  • Deferred Rendering System
  • HDR Renderer
  • High End Animation System
  • Bullet Physic Engine
  • In-Game Entity Editor
  • Day and night cycle
  • Sky rendering system (physically correct)
  • Master of materials (some blocks have submaterials)
  • And of course such things as loading and saving do work. You can also die in the game, there is an inventory. When you die you will drop your backpack.

What we are planning:

  • Top-Research Level AI System, which will create cities, npc and a complete dynamic world!
  • Full-World Simulation: No more culling! A complete world with thousands of active NPC's is simulated.
  • Faster update (we want to be abled to drive with a car in the game)
  • Electronics: CPU, Keyboard, LCD
  • Even better mod support, documentation
  • Cars and other vehicles
  • Automatic generated buildings and better ruins
  • Train / Minecart
  • Automatic generated quests
  • Multiplayer modes: Capture the Flag, Conquest, Team Deathmatch
  • When the graphics cards support it, we will use real-time raytracing!

If you unsure just check out the demo!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP 32Bit , Windows Vista, Windows 7, Windows 8 (32Bit or 64Bit)
    • Processor: 2 Ghz (Dual-Core)
    • Memory: 2048 MB RAM
    • Graphics: OpenGL® 1.4 Compatible Graphics Card
    • DirectX: Version 9.0c
    • Storage: 4096 MB available space
    • Sound Card: OpenAL Compatible Sound Card
    • Additional Notes: If you are unsure if your pc meets the requirement checkout the demo.
    Recommended:
    • OS: Windows Vista, Windows 7, Windows 8 (64Bit)
    • Processor: Intel Core i5-2430M 2.4 Ghz
    • Memory: 4096 MB RAM
    • Graphics: OpenGL® 2.0 Compatible Graphics Card
    • DirectX: Version 9.0c
    • Storage: 8192 MB available space
    • Sound Card: OpenAL Compatible Sound Card
    • Additional Notes: If you are unsure if your pc meets the requirement checkout the demo.
    Minimum:
    • OS: OS X 10.9, 10.10, not OS X 10.11
    • Processor: Intel Core i5
    • Memory: 4096 MB RAM
    • Graphics: NVIDIA® GeForce GT 750 M
    • Storage: 4096 MB available space
    Recommended:
    • OS: OS X 10.9, 10.10, not OS X 10.11
    • Processor: Intel Core i5
    • Memory: 4096 MB RAM
    • Graphics: NVIDIA® GeForce GT 750 M
    • Storage: 8192 MB available space
    Minimum:
    • OS: Ubuntu 12.04 LTS
    • Processor: 2 Ghz (Dual-Core)
    • Memory: 2048 MB RAM
    • Graphics: OpenGL® 1.4 Compatible Graphics Card
    • Storage: 4096 MB available space
    • Sound Card: OpenAL Compatible Sound Card
    Recommended:
    • OS: Ubuntu 14.04 LTS
    • Processor: Intel Core i5-2430M 2.4 Ghz
    • Memory: 4096 MB RAM
    • Graphics: OpenGL® 2.0 Compatible Graphics Card
    • Storage: 8192 MB available space
    • Sound Card: OpenAL Compatible Sound Card

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