Vire is a C++ voxel rendering engine. It is written in C++14 and uses OpenGL for graphics.

Related tags

Graphics vkt
Overview

Vire

Vire is a C++ voxel rendering engine. It is written in C++14 and uses OpenGL for graphics.


Downloads

If you'd just like to just download and try, there are precompiled binaries available for Windows and Linux which you can download here:

Windows

Linux

Default controls

All controls are re-bindable using the config files.

  • Look Around: Move Mouse
  • Move: WASD
  • Jump: Space
  • switchmov?: Left Shift
  • Toggle GUI: F1
  • Toggle Spin Mode: F2
  • Toggle Fullscreen: F11
  • toggle_coll?: Keypad 0
  • Toggle Fullbright: Keypad 1
  • Toggle Cursor: `
  • Place Block: RClick
  • Destroy Block: LClick
  • Pick Block: Side Mouse Button

MacOS Support

Though MacOS is currently unsupported, there are plans to support it in the future. This is due to the fact that Apple has deprecated OpenGL with the later versions of MacOS, limiting the use of the library to version 4.1.0. Currently, Vire uses 4.4.0, so once we can downgrade to a lower OpenGL version, MacOS support will be added!

Compiling

⚠️ You might not need to compile: you only need to compile from the source if you want to set up a dev environment, or if something isn't working right. The precompiled binaries are automatic, and always up to date with the main branch, so unless you need it for some reason (such as contributing to the repo), you don't really have to compile from source

Linux

To compile the project, you will need the following dependencies:

name package debian based package arch based package fedora based
g++ g++ gcc gcc-c++
libGL libgl-dev libglvnd mesa-libGL-devel
libGLEW libglew-dev glew glew-devel
libglfw libglfw3-dev glfw-wayland / glfw-x11 glfw-devel
libglm libglm-dev glm glm-devel
libX11 libx11-dev libx11 libX11-1.7.3.1-1.fc36
libXxf86vm libxxf86vm-dev libxxf86vm libXxf86vm-devel
libXrandr libxrandr-dev libxrandr libXrandr-devel
libpthread libpthread-stubs0-dev glibcs libpthread-stubs-devel
libXi libxi-dev libxi libXi-devel
libdl libc6-dev glibc glibc-devel
libXinerama libxinerama-dev libxinerama libXinerama
libXcursor libxcursor-dev libxcursor libXcursor
libm libc6-dev glibc glibc-devel

Ubuntu

sudo apt-get -y install g++ libgl-dev libglew-dev libglfw3-dev libglm-dev libx11-dev libxxf86vm-dev libxrandr-dev libpthread-stubs0-dev libxi-dev libc6-dev libxinerama-dev libxcursor-dev libc6-dev

Then git clone this repository or download and extract the zip
Finally, you should be able to cd into the repo and run make buildlinux

The program can be started using the file in the new bin/linux folder, or through the command make run

Windows

To compile on Windows, you'll need to follow these steps:

  1. Download MSYS2 from https://www.msys2.org/ and follow steps 1-7 on the main page
  2. Run this command in the MSYS2 shell: pacman -S mingw-w64-x86_64-glfw mingw-w64-x86_64-glew mingw-w64-x86_64-glm
  3. Add the folder msys64/mingw64/bin to PATH
  4. Either git clone this repository or download and extract the zip
  5. In the MinGW shell, cd to the repository and run make buildwin_msys

The program can be started using the .exe in the new bin/windows folder, or through the command make run

Contributing

To contribute to the project, submit a pull request.

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Comments
  • Created modular texture system

    Created modular texture system

    WARNING: I use Windows and updated the Makefile (-lstdc++fs for Windows flags) in order to build. Linux builds might need to have an updated Makefile, but I don't have Linux so someone else will need to check. Inside gamedata/textures, the numbering system is only for semantic use; it does not directly relate to in-game texture numbers. (i.e. naming a texture 245.png won't make that the 245th texture) There are 256 available texture slots. Attempting to include additional textures may result in an error. If there are fewer than 256 textures, the remaining ones will be filled in black (except for texture 6)

    opened by basilicon 2
  • Removed UTF-8 BOM from shaders.

    Removed UTF-8 BOM from shaders.

    Removing the BOM Character in the shaders, which is not supported by the GL Shader Language resulting in the error: preprocessing error: syntax error, unexpected HASH_TOKEN

    opened by TheNogl 0
  • Lua bindings

    Lua bindings

    adds Lua support and a few bindings. main.lua contains a simple script to destroy blocks quickly and refuel the torch, it also prints out the player's position

    opened by RNU4 6
  • [under the hood shenanigans] Terminology for development

    [under the hood shenanigans] Terminology for development

    I feel that it would help to separate things like the player and the character being controlled by the player. This has me thinking, should there be some terminology defined like this to help keep things organized?

    opened by g307m 3
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