Meet our CTO and Capture the flag is coming!

HasseNews

NEW: Competition ends in ten days!

multiplayer mode adventure box

Next Sunday, the 30th of April that is, our competition ends at midnight C.E.T. The comp is about making a game as best as you can and climb the leaderboard. So, now is the time to start creating over at Adventure Box and bring home the prize of 250 gems!

NEW: Capture the flag is coming!

Player VS Player

Earlier this season we introduced multiplayer capabilities on Adventure Box. Soon there will be even more fun to be had when “Battlefield” and “Capture the flag” are activated. Head on over to Adventurebox.com and see for yourself: when you click on the “Make a game”-button, you’ll be offered three different game types. Right now, only one is active, but soon you and your friends will be able to engage in Capture the flag-fighting. Follow us on Facebook, Twitter and Instagram, and you’ll be the first to know when we release the update.

HOWTO: Don’t run out of gems!

Purchase Gems AdventureBox

We have a Gemshop where you can buy precious stones. Just click on the Gemshop-icon, and you are there. It looks like this:  One gem equals 100 gold, so with 100 gems you can create a lot of amazing stuff!

T.B.F: Sunset of the old worlds

TBF Adventure Box sunset

Would you just look at that piece of pure voxel beauty? Some old folks says that sunsets where more stunning back in the day. Well, this screenshot is taken to the day a year ago at Adventure Box. Go on over there now and have a look around. Things might have changed, but we’re almost sure you’ll like it.

INTERVIEW: Meet Rob!

Rob Character at Adventurebox

It’s time for a chat with our in-house genius, straight outta Ireland, Chief Technology Officer, Rob.

Where are you right now?

I’m having a coffee in a sunny courtyard, in the center of Paris, where I live.

How would you explain what you do at Adventure Box?

I’m the CTO – so I create the software architecture, I write a lot of code, and I coordinate our team of artists and engineers to design and build the game.

How did you get into game development?

I’ve been a software engineer for quite a while, and I’ve build software in lots of different industries – systems for airlines and transport networks, lots of financial systems – but eventually I drifted into 3D interfaces – motion devices, and then 3D visualization, and finally 3D game engines. I like that it’s a creative medium that combines lots of different fields – and I enjoy high-performance, mathematical systems.

What does it take to become a great game developer?

Games are most often built by collaborations of engineers, visual artists, musicians and storytellers. So there are lots of ways to be a game developer – code is just one component. If you’re interested in creating 2D or 3D artwork, or creating original audio, or writing or concept design – then you can be a part of the game development ecosystem. Choose an area you like, and practice, practice, practice.

Tell us a bit of about your working tools, like software of choice.

For Adventure Box we’re using Java on the server side, and lots and lots of Javascript and WebGL on the client. We have a large cloud-based architecture composed of game engines and web servers – and also terraforming servers, which generate worlds and mesh 3D-models. Then we use a whole lot of local tools to connect to those cloud servers for maintenance and upgrade. We use Eclipse workbenches for coding, and use laptops resembling customer machines for testing during development. In fact, I go through a new laptop about once every six months – because I write a lot of code.

How did you come up with the initial idea for Adventure Box? 

The original idea for me was driven mostly by curiosity. To see if we could actually build a large-scale voxel universe that could be accessed by players in real-time, in the browser, without any downloads or installs. We took a voxel engine I had already written, and imagined the most extreme version of that – a universe of worlds created by people, connected to each other – a vast explorable space. And ultimately it was the product of ideas from several different people.

What are the most fun and challenging things working on Adventure Box?

The most fun parts of the project for me is the complexity of the problem. There are so many constraints on any game engine – but to make one that’s distributed, and runs in the browser, and supports an editable universe. The complexity is extreme. The most challenging part is managing the necessary complexity of the solutions to the problems posed. There’s only so much a brain can manage, so we need to partition systems and create tool chains that let us mere humans control and visualize the complexity of the running universe.

What do you like to get up to when you’re not working?

When I’m not working I like to work on things I don’t have time to work on when I’m working. It’s pretty much all code, all the time though, eh.  Speaking of which – I don’t have time for sunny courtyards. I’ve got some code to write! : )