~melchizedek6809/WolkenWelten

Mixing the best parts of Minecraft, Quake III and Emacs

#121 libGL.so.1 and glXGetProcAddressARB are X11-specific

Haelwenn (lanodan) Monnier filed ticket on WolkenWelten todo

a day ago

132f452 Big Chat refactor, better Death messages and minor animal improvements

7 days ago

#WolkenWelten

Have a schway Logo

#Imagine a mix between Minecraft, Quake ]I[ and Emacs.

This game is meant to be a cooperative multiplayer survival game, using voxels to enable a fully modifiable world. Although it is turning into some sort of LISP-Powered Voxel Runtime, we will see where that goes. There is no definitive plan for this game, mostly ideas to experiment with until something fun surfaces. You can read about some ideas in this repository, though some have only been talked about during the Weekly Twitch dev streams.

Screenshot 1

#Some Bullet Points

  • Mostly written in C99
  • Fits on a floppy disk
  • Runs at ~60FPS on a Raspberry PI 4
  • Play in Multiplayer with up to 31 people!
  • Contains a custom LISP interpreter/dialect, nujel
  • Reprogram item behaviour, while the game is running
  • Use a grappling hook to swing around
  • Nice fire system, beware of forest fires
  • Can even run in your browser, using Emscripten/WASM

Screenshot 2

#Contact

If you run into some bugs, have gameplay questions or want to talk about your favorite *nix, join us over on Discord, or preferrably on Matrix.

Screenshot 4

#Contributing

As a Free Software Project any form of help you can give would be highly appreciated, be it testing the game, drawing nice artwork, coding that cool feature or telling your friends about this game. You have my gratitude in advance :)

#Release Builds

The newest binary releases are available over at this projects website, along with some more writings about the game.

Screenshot 5

#Development Requirements

#Windows

On Windows you need a working installation of MSYS2, and then install the following packages from within MSYS2:

pacman -Sy base-devel mingw-w64-x86_64-toolchain mingw-w64-x86_64-ffmpeg mingw-w64-x86_64-SDL2 mingw-w64-x86_64-SDL2_mixer

#MacOS

On Macintosh you need the XCode command line tools, the SDL2 and SDL2_mixer development Frameworks installed. Additionally you need ffmpeg, which is probably best installed using Homebrew or MacPorts.

#Arch Linux

pacman -S base-devel clang ffmpeg sdl2 sdl2_mixer

#Debian / Ubuntu / Raspberry PI OS

apt install build-essential clang ffmpeg libsdl2-dev libsdl2-mixer-dev musl-dev musl-tools libvorbis-dev

#OpenBSD

pkg_add clang gas gmake bash sdl2 sdl2-mixer glew ffmpeg

You can then build the game using gmake

#NetBSD

pkgin in clang gas gmake bash SDL2 SDL2_mixer glew ffmpeg

You can then build the game using gmake

#Build System

Now that you have all the packages installed you can just type make within the repos folder to create a development binary, I highly recommend adding something like -j8 so it does not take quite as long to compile. After that you can use make clean to remove every executable/intermedia file you just created. There are many more convenience targets I added which you can take a look at in the client/common/server Makefiles, most should be explained by the command they execute.

To test that the nujel interpreter is working correctly just execute make test to run the automated testroutines for the nujel interpreter.