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