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* Bugfixes, infinite loading worksAaditya Dhruv16 hours1-1/+1
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* Add face culling - drastic reduction in rendered facesAaditya Dhruv18 hours1-2/+1
| | | | | | - Only render faces that are "visible" so - exposed to air essentially. - We also check a neighbor chunk to test if there is a block, and accordigly draw a face in the curr chunk
* Rework chunk rendering to get a 100x performance boost!Aaditya Dhruv31 hours1-2/+2
| | | | | | | | | | | | | | | | | | | | - Switching to semi-chunk mesh rendering just 100x the framerate, it was running at around 100fps for 3 CHUNK_DISTANCE, and pushing it above would make it drop to 30. Now it runs at 9000 frames per second with CHUNK_DISTANCE of 8, probably can push it even more - What is bizarre is this is just from the reduction in draw calls, I still need to implement face culling for invisible blocks (simple) and frustrum culling (using AABB) or maybe octrees - Block is way way more simplifed, it's just metadata about a coordinate in the chunk block array - All rendering and mesh generation code is handled by chunks. There is a VAO, single VBO and EBO for each chunk. The data buffer is loaded into the GPU with a chunk_load, and it stays like that until it is loaded again. chunk_load is called if we move chunks, in engine_update. Here we unload existing chunks, then load the new ones
* Minor performance boost + better inputAaditya Dhruv38 hours1-1/+1
| | | | Draw triangles in correct counter clock order, back face wasn't correct
* Add basic block texturesAaditya Dhruv39 hours1-0/+1
| | | | | | | | | - 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
* Add freetype for font rendering, display fps in stderrAaditya Dhruv41 hours1-1/+2
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* rename engine_draw to engine_startAaditya Dhruv45 hours1-2/+2
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* Update chunk rendering, improve chunk loadingAaditya Dhruv2 days1-1/+10
| | | | | | | | | | - 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
* Add camera handling and movementAaditya Dhruv4 days1-0/+1
| | | | | | | | 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
* rotating cubeAaditya Dhruv7 days1-0/+26