I tried compressing the data sent between server and client. Tried Java's built in ZLib implementation, with Deflater and Inflater, and it was a huge pain and neither I nor my friend could get it to work right. Moved on to Java's GZIPStreams, and I got those working - except they come with a major performance hit if I use them right now. So, I'm gonna leave that code in but not use it yet. For the moment, I'm back to trying to figure out this run length encoding interval tree thing:
It was still failing once you moved out of the origin region though. I fixed that. Of course, now I have an issue with generating and loading chunks, so I gotta fix that now. I think part of the issue here is that I'm curently using like, four different coordinate systems and translating between them. Not quite what I had meant to be doing, but! Live and learn. :X
Alright, I added unloading chunks as you move away from them, fixed raycasting for looking straight up or down, and now I'm back to working on the block preview. I have it on screen, at least, though it's in the wrong place and it looks like I screwed up drawing the block somehow. :/
Okay, so it should be rendering - but, it's not. I've checked everything, too, I swear! The texture is passed to the shader, and it has the right size when it shows up, and should have all the data in it. The thing I want to render to framebuffer will render to the screen just fine. But, it stubbornly refuses to work... :/
Alright, I think I figured it out. It's rendering the bottom left corner of the screen to the texture, and upside down. Kinda obvious in retrospect, but oh well. Now I just need to figure out how to fix it. XD
Well, could use some polishing, but it works! I'll leave it there for now I think. This thing took sooo much effort. But now I know more about FBO's and rendering, so, that's cool at least. XD
Well, fixed that thing, added a very basic world select and world gen screen, though they don;t actually do much yet, and poked at the shaders some. Now I'm starting to actually mess with world gen. Think I'm gonna start by figuring out how compute shaders work. Wish me well! XD