But I really wanted it to be properly infinite. -_-
Notices by Angle (angle@anticapitalist.party), page 4
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:05 JST Angle
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:04 JST Angle
Hmm. So, I wanted it to light per-texel, and it does... But I'm also getting some kind of weird z-tearing or whatever. I managed to cut it down to a reasonable level, I think i can leave it here for now. Though I should try and figure out what causes it eventually. The shader doesn't seem to like me flooring values or something. :/
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:04 JST Angle
No, octrees all the way up has the same issue with limitations on the size of the coordinate numbers. I guess maaaybe there's a clever solution with a good search algorithm or some method of data storing? Or some way of just extending the coordinate numbers as necessary, though that sounds like it would cause problems once people start actually playing way out in those extended far reaches. Or I just need to give up on a truly infinite world. :/
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:03 JST Angle
Oh, and it looks like i forgot to make it take landscape color into account. So, here's a reddish blueish light with that fixed! XD
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:03 JST Angle
Maybe extending the coordinate numbers as necessary, and only using them for tracking region coordinates? So, it shouldn't cause slowdown for players, only when it needs to check region coordinates to ensure proper map knitting, and that should be pretty minor. :/
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:02 JST Angle
Now I just need to decide what to do next. I'm thinking wither shadowcasting, or sunlight? :/
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:02 JST Angle
Alright, so my friend suggested just using coordinates for the chunks, and then making a hashmap - which is much simpler. And I should be able to just extend the numbers for the chunk coordinates as much as I need? I dunno, I'll think about it. :/
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:01 JST Angle
Doing sunlight! Seems like it should be easy enough?
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:01 JST Angle
Alright, think I'm done with coords and regions for now. Time to finally take a crack at that graphics pipeline I've been talking about. My friend put up some examples of how to do the kind of thing, so now I just need to look through them. Wish me luck! XD
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:00 JST Angle
Lol no wait, first I want to do light columes and blending. Then, sunlight! XD
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:31:00 JST Angle
Okay, I got to the point of rendering a single texture, which means I'm like 90% done. Now I just need to render the other couple hundred textures. XD
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:59 JST Angle
Well, here's blending. Now I just need to figure out light volumes.
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:59 JST Angle
Well, I've got a whole cube, but I don;t like my current implementation -it uses a separate vertexbuffer for every different texture, which is no good. Actually gonna look at ditching saved textures entirely and moving to wholly procedural textures, using fancy shader business? I dunno, not sure. I'ma try it and see how it goes. XD
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:58 JST Angle
Haven't got light volumes yet, but here's directional light, and in theory i got attenuation working too? :/
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:58 JST Angle
Alright, working on procedural textures. Still needs a lot of work, but at least I'm drawing something? XD
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:57 JST Angle
Yeah so I had to fix attenuation, but I got that working. Trying to figure out light volumes now - not so easy, as it turns out. :/
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:57 JST Angle
Well, a bit closer to what I want, and I've simplified the code and understand it better. So, progress? XD
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:56 JST Angle
Yeah, light volumes, shadow mapping, both of these things are a real challenge. I think I'm slowly figuring it out, but damn if it ain't hard! XD
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:56 JST Angle
Just ripped out all the old drawing code. Trying to decide whether or not to change my old method of generating textures - it's not super shader friendly, I think, nor very good overall. But of course, how would I redo things...? Hmmm. :/
-
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:30:55 JST Angle
Alright, most of the way through cascading shadow maps I think? That is, it should be working already, but it ain't. But, hopefully I'm just a bug fix or two away... XD