Further rewrite to when to go loading chunk vertices into the graphics card, for further code efficiency, and to better compartmentalize the code and fix a minor lighting bug. Much improved. Also tried out increasing the texture resolution. Looks okay, I think, but I prefer the 16^2 resolution still. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:28:36 JST Angle -
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:28:37 JST Angle Alright, redid worldgen to support multithreading. It was shockingly easy, actually. Not sure I did it all right, but it seems to work pretty well? :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:28:38 JST Angle Next is either working on an ambient light propagation algorithm, or rewriting world loading & generation to support multithreading. The latter is technically a bit of a detour, but if I do the former first, I'll probably have to redo it all anyway when I do the latter. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:28:39 JST Angle Theeeere we go. Back to working about as well as the previous implementation did, except it's way faster, and arguably has more room for improvement. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:28:40 JST Angle Of course, now I want to do ambient lighting in a different way. I had a really pain in the ass bug, but with some help I eventually managed to find the problem. So, now I have far more interesting bugs to fix. XD
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