3 A multiplayer voxelgame for POSIX systems.
5 Head to <https://www.elidragon.com/dragonblocks_alpha/> for ubuntu snapshot and release builds.
10 ./DragonblocksServer <port>
11 ./Dragonblocks <address> <port>
28 | Space | Jump / When flying: Move Up |
29 | Left Shift | When flying: Move Down |
31 | C | Toggle collision |
32 | T | Toggle timelapse |
33 | F11 | Toggle fullscreen |
34 | F3 | Toggle debug info |
35 | ESC | Pause / unpause game |
39 The client depends on GLFW3, OpenGL, GLEW and Freetype.
42 sudo apt install libgl1-mesa-dri libglfw3 libglew2.1 libfreetype6
45 The server depends on SQLite3.
48 sudo apt install libsqlite3-0
51 both the client and the server depend on ZLib.
54 sudo apt install zlib1g
59 - Map generation with mountains, snow, temperature and humidity, dynamic grass color, oceans and beaches, vulcanos
62 - Mipmapping, Antialiasing, Shaders
64 - Saving the map to a SQLite3 database
65 - Multithreaded map generation, mesh generation and network
66 - Handlers for SIGINT und SIGTERM (just Ctrl+C to shut down the server)
71 The server currently stores the world database (world.sqlite) in the current working directory, and it will stay like that.
72 If you want to have multiple worlds, just run the DragonblocksServer process from different directories.
73 It's up to you how you organize the world folders, which is an advantage since the program really just "does one thing well"
74 without having to search your system for share directories or maintaining a world list (like Minetest does).
76 ### Client / Singleplayer
77 The Dragonblocks client itself does not and will not have a Main menu. It goes against the already mentioned UNIX philosophy to have a binary
78 that does multiple things at once. For now, there is a singleplayer script that launches a server and a client, and in the future a launcher
79 will be added that is used to do all the stuff that users nowadays don't want to do themselves, like showing you a list of worlds and launching the
80 server in the correct directory, as well as updating the game and managing game versions for you. It's gonna do the ugly `~/.program_name`, but you
81 wont't have to use it if you don't want to.
84 Dragonblocks Alpha does not and will most likely never have a modding API. If anything, a Lua plugin API will be added.
85 It would be possible to have a native modding API for a C project (as demonstrated by [dungeon_game](https://github.com/EliasFleckenstein03/dungeon_game)),
86 but it would remove simplicity and, most importantly, remove optimisation possibilities.
87 The way you are meant to mod dragonblocks is by simply forking it on github and modifiying the game directly. To use multiple mods together, just git merge them.
88 If there are conflicts, the mods would likely not be compatible anyway.
91 The name "Dragonblocks _Alpha_" does not have anything to do with the game being in early development (which it is tho), it's just the game's name.
93 ### What Dragonblocks Alpha aims to achieve
94 - A voxelgame inspired by Minecraft and Veloren, with the techical side being inspired by Minetest
95 - Exciting and feature-rich gameplay with the focus on exploring and adventuring, while still being multi-optional and not too bloated
96 - A simple structure and invocation syntax
97 - Using modern OpenGL to combine performance with graphics quality on high-end computers
98 - Portability between PCs running POSIX systems (focus: Linux, BSD, MacOS, Plan 9 APE, Windows MinGW)
100 ### What Dragonblocks Alpha does not aim to achieve
101 - Portability to Phones / Consoles
102 - Good performance on low-end PCs
103 - A fixed story or lore
104 - Cloning Minecraft behavior
105 - Replacement for Minecraft and / or Minetest