| Commit message (Collapse) | Author | Age | Files | Lines |
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Draw triangles in correct counter clock order, back face wasn't correct
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- Remove the code that sent colors through uniform variables, instead
send texture data
- Each vertex now has a texture coordinate
- struct texture is a easy way to represent textures, can be extended
later
- Shaders updated to use textures
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If we change a chunk, unload all chunks. This removes block GPU data
(vbo, ebo, vao). We anyways redraw so we don't lose anything
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- On world_init, LOAD_CHUNK amount of chunks are preloaded
- Chunks are loaded around the player's current chunk, in a square
shape. The size of the shape is controlled by CHUNK_DISTANCE
- Allow chunks struct to be independent of a position. We load a chunk
TO a position in the world chunk grid (x, y). This allows us to "wrap"
chunks, so we have an endless world, but we are really just wrapping
around
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Can use WASD + Mouse to fly around the scene
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Camera related movements have been moved to camera.c - it tracks the
matrices as well so we don't have to call it in block_update
The player class is empty right now, but the camera will be a child of
the player, and the player a child of the engine
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- Input is handled in a separate thread, its all kind of unsafe
right now but will fix later on
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- More than 1 chunk can now be rendered with the help of the world
struct
- Block coords are now in world space, not local space
- Engine init code cleaned up for cleaner world/chunk handling
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- Chunk is a array of blocks
- World is a array of chunks
- Basic chunk plains generation based on simple linear functions
- Bunch of functions still not implemented, in design phase
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- Rotate block scene at the center
- Add block_debug to print block data
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- VAO/VBO binding bug fixed, added explaination in comments
- Add 9 rotating blocks
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