| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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- 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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