IslandWorld – Weblog/Devlog

IslandWorld – Weblog/Devlog

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KSPC


We have now a brand new URL https://ce86-67-144-118-14.ngrok-free.app , yeah Zrok is having problem (my fault engaged on a repair). We have now mounted render distance. Moreover, we are also virtually executed with block breaking mounted (we use Ray casting now), and I began work on block breaking lasty I began work on lighting (it is binary on or off).

Render Distance

We sq. your render (we use blocks as a result of it permits extra finer turning than chunks, semi more durable to make use of, so I exploit squared).

Block Breaking/Inserting

We solid a ray and use the top of the ray for putting blocks, and if you happen to break a block, we use regardless of the ray hits (if it hits).

Lighting:

It is like outdated variations of Minecraft (I believe kfast lighting) it is binary on or off, the block is full or not vibrant.

I am going to make a put up quickly on the weblog website.


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KSPC


I lastly mounted block inserting, if you need the code ask because it took a very long time to determine.

What I ended up doing is this

For now, I divided my participant’s view into 6 instructions (up,down, left, proper, fowards and backwards)

Up and down are fairly simple.

We examine the participant’s yaw.

Nonetheless, the horizontal instructions was the arduous half.


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KSPC


I am doing good progress on the fist:

Right here is the way it’s rendered.

 <code>
        handleNumberPadInput();

        GL11.glPushMatrix();
        GL11.glPushMatrix();
        GL11.glTranslatef(Show.getWidth() * 2.0f / 3.0f + leftSideXX, Show.getHeight() / 2.0f + leftSideYY + yOffset, 0.0f);
        GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f);
        GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f);   

        GL11.glScalef(scaleFactor, scaleFactorY, 0.65f);

        GL11.glBegin(GL11.GL_QUADS);

        GL11.glColor3f(247.0f / 255.0f, 193.0f / 255.0f, 155.0f / 255.0f);
        GL11.glVertex2f(0, 0);
        GL11.glVertex2f(dimension, 0);
        GL11.glVertex2f(dimension + dimension / 2, dimension / 2);
        GL11.glVertex2f(dimension / 2, dimension / 2);

        GL11.glColor3f(247.0f / 255.0f, 193.0f / 255.0f, 155.0f / 255.0f);
        GL11.glVertex2f(dimension / 2, dimension / 2);
        GL11.glVertex2f(dimension + dimension / 2, dimension / 2);
        GL11.glVertex2f(dimension + dimension / 2, dimension + dimension / 2);
        GL11.glVertex2f(dimension / 2, dimension + dimension / 2);

        GL11.glColor3f(247.0f / 255.0f, 193.0f / 255.0f, 155.0f / 255.0f);
        GL11.glVertex2f(leftSideX, leftSideY);
        GL11.glVertex2f(leftSideX, leftSideY – dimension);
        GL11.glVertex2f(leftSideX + dimension / 2, leftSideY – dimension / 2);
        GL11.glVertex2f(leftSideX + dimension / 2, leftSideY + dimension / 2);

        GL11.glEnd();

        GL11.glPopMatrix();
</code>


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KSPC


23/12/2023

Pleased holidays!

Dev Log Week 7:

Hiya world!,

I have never actually executed a full dev log in weeks, however a whole lot of work has been executed.

Collision is first, means higher, earlier than this modification you would be stopped round 1 block
away from a block, now it is mounted.

[P is the player, c is air, b is a block, and x is the ground]

Earlier than:

p c b
p c b
x x x

Now:

c p b
c p b
x x x

Z-Preventing Fastened:

Nicely, it could or might not have been z preventing, nonetheless now you do
look inside a block if you end up in between just a few blocks.

We began work on a fist (it is isometric fairly than a full 3D mannequin, so I can simply render it as a UI component!

The UI now renders the right colors for blocks!

New save information replace, now your saves are compressed with g-zip.

And for the largest change:

World Loading/World Technology/Efficiency

Has now been massively improved.

We’re caching (in a hash map) textures, which for some cause reduce world era from 5 minutes to 10–20 seconds and 5 seconds for world loading.


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KSPC


Merry Christmas (if you happen to have fun) and a cheerful holidays to all!

(These Dev logs are posted on different boards, my fast ramblings aren’t)

25/12/2023

It is a little bit of a minor dev log however right here it goes

Okay so we’ve got carried out (properly I , as I’m the one actual programmer on IslandWorld) a primary principal menu, additionally we made save recordsdata zipped. So for instance, a save file was 6mb is now 300kbs! In our testing I discovered that Jackson makes smaller save recordsdata than a swiftly made binary answer (sure 100% binary serialization goes to be smaller if you happen to take the time, and we might swap to binary serialization at a later date for saves) and I’ve extra vital issues to do proper now for IslandWorld.


To serialize an object means to transform its state to a byte stream in order that the byte stream could be reverted again into a replica of the article. A Java object is serializable if its class or any of its superclasses implements both the java. io. Serializable interface or its subinterface, java. io.

https://docs.oracle.com/javase/tutorial/jndi/objects/serial.html

A lot improved world gen and world loading efficiency and just a little efficiency recreation after we began caching textures!

Our faux cell shading is now executed in asset and improves efficiency by a good bit since we’re now not rendering one other line on prime of blocks.

We’re type of transferring away from ray casting, even for the grappling hook. Now that I’ve the getViewGrabber it is much less of a ache within the ass for me to simply do it with out ray casting (since I must cope with correctly capturing out the ray which is damaged, and I’ve given up on fixing it.

Began work on stackable gadgets. Proper now it is just for the stock and might be executed for the new bar.

Java 1.6 Is In all probability Going Away, it is only a ache within the ass to cope with and like Home windows 2000 PCs in all probability could not deal with IslandWorld very properly. And XP ought to work high quality with IslandWorld.

OpenGL 3.0 For now, there isn’t a choice to toggle it on and off. I’ll if individuals need to (it is a slight enchancment in efficiency with vaos iirc)i will add a toggle. However,

GeForce 8000 collection or greater; Geforce G100, GT120, 130, GTS 150, Geforce GTS 250, GeForce GTX 260, 280, 285 and 295, any ION based mostly merchandise.

And

https://www.khronos.org/opengl/wiki/Hardware_specifics:_ATI

I added just a few new blocks and cleaned up the code a bit!

Pleased Holidays or have a Merry Christmas!


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