Thanks, friend! For now I’m using Godot. Despite my efforts to make something great in CopperCube, I wasn’t successful. It’s a game engine I really like and wanted to give a chance, but it has a lot of limitations. Godot is a bit more complete for what I need. If you’re interested in making something in CopperCube, feel free to message me. Just because I’m not using it right now doesn’t mean I can’t come back to it.
IV Orbit
Creator of
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Hi Robo! I found something weird in CopperCube related to fog and lighting, and I think it might be useful to share.
At first, I thought one of my imported models had a problem with fog — when I walk forward in the game, the ground texture starts turning blue, blending heavily with the fog color. I assumed it was a modeling issue (inverted faces or bad export), but then I realized something important:
The only surface where this doesn't happen is the native Terrain node. Every other surface made from imported models (I'm modeling in SketchUp and exporting as .fbx) shows this blue/foggy effect when I move forward, especially on large flat surfaces like streets or sidewalks.
It seems like CopperCube applies fog or lighting differently depending on whether the surface is a Terrain node or an imported mesh.
Just to clarify — I'm using the custom upgraded CopperCube binary that you released, not the official version. I don't know if this behavior is the same in the original engine, but I thought you'd like to know in case it helps improve the custom build or find a workaround.
Thanks again for all your amazing videos — they've helped me a lot!


Hace poco noté que el juego no estaba traducido al español, así que, como es un juego que disfruté y me pareció muy bueno, decidí traducirlo por mi cuenta. La traducción no es perfecta, pero creo que la comunidad hispano hablante lo va a poder disfrutar más cómodamente. Está al menos, un 90% traducido.


