Scratch is bad at rendering and stuff, play it here instead: https://turbowarp.org/439255576 (Also set the framerate to 60) Mobile support! :D If you’re experiencing general lag and/or lag when breaking/placing blocks while moving around your mouse/finger, turn off high quality pen if it’s enabled, since it does have a high CPU overhead (relevant to mobile users, maybe something to do with power management?) Press i to switch between placing and removing blocks! Press 1 to save a game! Press 2 to load a save! Press R to manually load chunks around the player if necessary Press 7 to toggle Debug Draw Press 8 to show/hide the console *** All of these are also available in the menu! ***
Code & graphics all from scratch by me :) Game Version: Alpha 0.9.7 Development began Oct 21st, 2020 May contain small bugs; (I have a built-in crash handler, error correction, and console to combat and determine origin of potentially game-breaking glitches) FLDSS changes the speed at which the Asset Manager deserializes variable-length data to speed up loading save files in terms of hundreds and thousands of KBs. Clipping slightly in walls can occur at high vertical velocities while moving into the wall continuously (however the clipping isn’t enough to glitch through a 1-wide wall.) The only way to clip through colliders is by going faster than 8.8 blocks/tick on x-axis or 8.8 blocks/tick on y-axis (large enough velocity for the collider to completely skip a whole chunk.) Sometimes it bugs and still clips you through blocks, but usually for like two frames or so before it rights itself. Also a very rare bug can occur where you can clip through the upper left corner of a chunk and into the bottom left neighboring chunk. No other bugs have been found or have been patched. Other Info: Everything is rendered using pen. Apple devices are known to have long lag spikes and other performance issues sometimes. The size of a world is 1,600,000 x 1,024 blocks. (Saving the whole world’s chunks would give a file greater than 98.3 gigabytes (GB), and frankly, vastly higher than what Scratch can handle (or your RAM). Procedural terrain generation using fractal/perlin noise (only mountainous terrain currently). Caves made using ridged fractal noise + rounding for ruggedness. Realtime voxel collider generation. Loads of error correction for just about everything. Uses velocity-projected discrete collision detection for a fairly good level of anti-clipping through blocks. Each chunk is 960 bytes or 64 bytes shy of 1 kilobyte (KB), with 15 bytes per block unit in a chunk, 5 bytes per block subunit. Dynamic pen-and-math-based user interface.