I dunno though, That involves all sorts of extra memory usage and complexity. Be cool though? :/
Notices by Angle (angle@anticapitalist.party), page 3
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:15 JST Angle -
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:14 JST Angle Yeah fuck it, I'm gonna use longs. Double the memory, but I think that's manageable.
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:14 JST Angle Alright, so the textures could still use some work, but they're better. I'll leave them for now and work on some other stuff. Gonna work on cleaning up the code and improving efficiency. Anybody who wants to help, it'd be appreciated! XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:13 JST Angle Of course, now I need to figure out what the hell I'm going to do with these values. Pass them into the shader somehow, obviously, but how? The shader doesn't like longs, and frankly I don't think i need to give it the whole long anyway, but that means I need to figure out what I'm translating one of those longs into before I pass it into the shader. Just an int, maybe? One fourth for each color, and the last fourth for sky color? :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:13 JST Angle Alright, implemented some basic interior culling. Now I need to figure out the larger world structure beyond just chunks, and then sort out a better graphics pipeline, I think. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:12 JST Angle Oooooooh shit, no, that does not play nice with my mesh optimization algorithm at ALL. IIIII'm gonna need to rethink some things... XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:12 JST Angle Added proper Regions today, my method of working with multiple chunks at once. Now I need to work on that proper graphics pileline, as it lags HARD if I try and render so much as a region of empty space. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:11 JST Angle Alright, talked to my friend. Time to look into deferred shading! :X
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:11 JST Angle Been working on a bunch of structural stuff, nothing that makes for a good screenshot though. Still need to rework the graphics pipeline. I'm looking forward to doing trees - I hope to do some kind of fancy cellular automata to make them grow really nice. Want to do more detail than minecraft does, too - Like, have logs, and then branches, and then maybe twigs, and then maybe leaves? I dunno - I'll figure it out. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:10 JST Angle Well, I think I'm most of the way through? Still figuring out lighting though. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:10 JST Angle Alright, think I'm mostly done sorting out regions and hunting down the last of their bugs, at least for now. Got interior culling working between chunks and everything. Maybe a bit of code hygiene, and then it's time to finally tackle that graphics pipeline. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:09 JST Angle Hey, it works! Wrong, but it works. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:09 JST Angle Lol no, I lied, I need to rethink my Region code entirely. See, I was gonna have regions refer to each other linked list style, and just create new ones at the edge as needed - but there's a problem.
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:08 JST Angle Okay, now it's much closer. Still missing the actual lighting, and it overrides the skybox and the block outline... But, progress!
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:08 JST Angle So, say one person starts at spawn and goes way north, and then west? So far no problem - you have a trail of regions going way north, and then west, linking to each other. Then suppose that person dies and respawns at spawn - and this time, they go way west, and then north. So you end up with another trail of regions going west, and then north - and then what happens where these two trails intersect?
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:07 JST Angle And now with some actual lighting! Still needs a LOT of work, but, progress!
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:07 JST Angle Either they pass through each other intangibly (Bad!) or you need a monstrous algorithm that searches, like, the entire map (Bad? I think?), or you need a global positioning system. (Which will eventually run into limits on number size, which is what I was trying to avoid in the first place.) :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:06 JST Angle I fixed the depth buffer for things in front of the terrain, so i can draw block outlines again. Now I just need to add masking so it doesn't cover the sky in darkness and I'll be good to go. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:06 JST Angle So, I need to think about this. Maybe said map searching algorithm wouldn't be too bad? There are some pretty efficient search algorithms, I think, though it could still get pretty gnarly. I was also considering just going octree all the way up - not entirely sure that will work properly, though. I mean, I guess I could just give up on having a truly infinite world, subject only to hardware limitations? Just doing a few million blocks like minecraft does is /probably/ sufficient. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:05 JST Angle Or, I can just discard the lighting shader fragments anywhere there isn't anything to draw. :/