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* Bugfixes, infinite loading worksAaditya Dhruv16 hours1-1/+1
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* Rework chunk rendering to get a 100x performance boost!Aaditya Dhruv31 hours1-3/+3
| | | | | | | | | | | | | | | | | | | | - 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
* Update chunk rendering, improve chunk loadingAaditya Dhruv2 days1-9/+28
| | | | | | | | | | - 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 days1-2/+3
| | | | | | | | 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
* Add World and multi-chunk renderingAaditya Dhruv4 days1-0/+28
- 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