Vox L



The VOX L-48 'Lee' (VOX Lee for short) is a 3rd generation Virtuaroid featured in the Cyber Troopers Virtual-On series. It, along with the VOX L-43 'Loo', appear exclusively in Cyber Troopers Virtual-On MARZ. 1 Description 2 Cyber Troopers Virtual-On MARZ 2.1 Special Move(s) 2.2 How to unlock 3 See also 4 Gallery 5 Trivia The Lee is a model developed in the VOX series at the 3rd Plant 'Adax. 1 Character Creation 2 Controls 3 Damage Indicators 4 Weapon Evolution 5 Hardcore Mechanics 6 Final Notes When you create your character, there are 10 races to choose from: Human, Half Ork, Ork, Elf, Dark Elf, High Elf, Dragon Blooded, Kitsune, Arborian, and Incipere. Each race will give various stat bonuses. Once you choose your race and appearance, it is permanent and you will be unable to. Our main purpose is to provide you with a 360 solution using creative technologys. Create infinite terrains procedurally using in-engine tools. Edit landscapes in realtime. Join an active community and benefit from frequent updates! There are many items in the game, some can even be acquired from mobs., while others, like armor and such, can usually be found in shops.

New Curated Vox-L Mods

Vox Life

We’ve specifically made some mods that are playable in your browser using the Vox-L game engine! But of course these mods should work in Minecraft too. LearnToMod modders can explore and remix this code to create their own mini-games:

Check out the new Vox-L Arena Mod — Grab your sword and shield and get ready to fight off a wave of zombies in the battle to end all battles!

The Vox-L Hallway of Doom — Fight for your life in this wave-based survival mod!

Want to make your own Vox-L mod? Carlos, one of our LearnToMod devs, has released an quick-and-easy tutorial on the Forums.

Vox

Vox-L Release 0.12

We’re excited about the new 0.12 release of our Vox-L game engine! There are some fixes and new features that LearnToMod users will be psyched about:

* Music volume is now set to 0 by default. Can be increased via music artifact.
* All assets, including light sabers, should now display correctly in the character’s hand when viewed in the character window.
* When items are obtained, they will correctly “stack” in your inventory.
UI Changes
Vox lte
* When items are obtained, they no longer are added to your hotbar. They can be dragged there from the main inventory window, though.
* A 3×3 crafting window now pops up when you press ‘e’. You can drag items to and from it.
Artifacts
* The “block drops” artifact now causes blocks to be removed from the inventory when you place them — more consistent with Minecraft survival mode.
* New – Basic recipes artifact. Adds Minecraft-style recipes for swords and axes.
* New – Give all items artifact. Gives you all items and blocks when Voxl loads. Waits for 30 seconds before doing this, so that it can include items and blocks defined by other artifacts.
Javascript API
* Recipes can now be defined via javascript. See new recipe artifact source code for example.
Vox lux movie
* “Loot window” can now be populated and popped up via javascript. Example: me.setLootWindowItems([“Diamond”, “Cactus”]). Items can be dragged between the loot window and the player’s inventory window.

Introduction

These tutorials and guides are what I wrote as I made my own voxel engine which later changed into the game Vox. If you are interested in learning about voxel engines, or want to make your own voxel game then these articles and tutorials should help you achieve this. Please be sure to checkout Vox, the game I am making that is based on the code contained on this site.

This series of guides and tutorials is going to be on the topic of making a voxel engine. If you don’t know what a voxel engine is you should probably research that first. (Voxel information) The main purpose of these guides is to introduce you to voxel engine concepts and ideas which help you produce an engine that satisfies a number of goals. Making a good voxel engine takes time and effort, but luckily the process fits nicely into an iterative development cycle. It is easy to start with something very basic and slowly build up to a more complex and thorough voxel engine with lots of little steps. The more complex tasks such as chunk management or collision detection can be thought of as singular problems and tackled individually as sub-tasks.

These guides are going to assume you are familiar with 3D graphics and 3D math and have already done some programming in a 3D environment, such as OpenGL or Direct3D.

Most of the rendering code for these guides will be written using my own personal rendering library, which is essentially a wrapper around OpenGL, where I abstract away the OpenGL calls or group together common OpenGL functionality into a single renderer function, to make the game code easier to manage. Anyone who understands OpenGL should have no problem translating my native renderer code back into OpenGL, and in some instances I will provide the OpenGL calls in these guides.

I will also be uploading videos to my YouTube channel so if you like to see visual progess you can subscribe to my channel for updates.

I am currently using the voxel engine I have created to make a brand new voxel based adventure, RPG and creation game called Vox, information about this can be found at IndieDB.

The main goals and ambitions of a good voxel engine are as follows:

  • Efficient – Able to render a large number of voxels on screen at once.
  • Dynamic – The voxel engine should be able to modify ANY voxel within the world at ANY time.
  • Expansive – The overall scale of the world should be large and not limited by arbitary constraints.

There are many different tricks you can do with voxel data that allows you to achieve these goals, some are efficient programming tricks, others are rendering optimizations. Once you get used to visualizing the simple voxel data there are many fascinating things you can achieve, and hopefully these guides will show you the mysteries behind a good voxel engine.

Below are the rough steps that I have followed when making my own personal voxel engine:

Voxel Articles

  • Collision Detection
    • Loading & Saving
    • Advanced Landscapes
  • Voxel Sprites
    • Deferred Rendering Techniques
    • SSAO
  • Physics
    • Particle Effects

Vox Lux

Juice Engine Articles (My Personal Engine)

  • Introduction
  • Rendering
    • OpenGL
    • Direct3D
  • Win32 Framework
  • 3D Math and Utils
    • Time Management
    • Interpolator
  • GUI
  • Audio Manager
  • Model Loading

General Articles

Vox Lil Night Train

  • Tools
  • Source Control
  • Project Organization
  • Personal Library
  • Productivity
  • Content Creation
  • Development Diaries, Blogging, Video Logging