IslandWorld – Weblog/Devlog

IslandWorld – Weblog/Devlog

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KSPC


Now we have a brand new URL https://ce86-67-144-118-14.ngrok-free.app , yeah Zrok is having situation (my fault engaged on a repair). Now we have fastened render distance. Moreover, we are also nearly performed with block breaking fastened (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 tougher to make use of, so I take advantage of squared).

Block Breaking/Putting

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

Lighting:

It is like previous variations of Minecraft (I feel kfast lighting) it is binary on or off, the block is full or not brilliant.

I will make a put up quickly on the weblog web site.


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KSPC


I lastly fastened block putting, if you would like 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 straightforward.

We test the participant’s yaw.

Nonetheless, the horizontal instructions was the exhausting 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(measurement, 0);
        GL11.glVertex2f(measurement + measurement / 2, measurement / 2);
        GL11.glVertex2f(measurement / 2, measurement / 2);

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

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

        GL11.glEnd();

        GL11.glPopMatrix();
</code>


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KSPC


23/12/2023

Comfortable holidays!

Dev Log Week 7:

Hey world!,

I have never actually performed a full dev log in weeks, however loads of work has been performed.

Collision is first, method higher, earlier than this transformation you would be stopped round 1 block
away from a block, now it is fastened.

[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-Combating Mounted:

Nicely, it could or could not have been z combating, nonetheless now you do
look inside a block when you’re in between just a few blocks.

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

The UI now renders the right colors for blocks!

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

And for the most important change:

World Loading/World Era/Efficiency

Has now been massively improved.

We’re caching (in a hash map) textures, which for some motive in the reduction of world technology from 5 minutes to 10–20 seconds and 5 seconds for world loading.


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KSPC


Merry Christmas (in the event you have a good time) and a cheerful holidays to all!

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

25/12/2023

This can be a little bit of a minor dev log however right here it goes

Okay so we have now applied (effectively I , as I’m the one actual programmer on IslandWorld) a fundamental principal menu, additionally we made save information zipped. So for instance, a save file was 6mb is now 300kbs! In our testing I discovered that Jackson makes smaller save information than a rapidly made binary resolution (sure 100% binary serialization goes to be smaller in the event you take the time, and we could 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 will be reverted again into a duplicate of the item. 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 somewhat efficiency recreation after we began caching textures!

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

We’re type of shifting 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 take care of correctly capturing out the ray which is damaged, and I’ve given up on fixing it.

Began work on stackable objects. Proper now it is just for the stock and will probably be performed for the recent bar.

Java 1.6 Is In all probability Going Away, it is only a ache within the ass to take care of and like Home windows 2000 PCs most likely could not deal with IslandWorld very effectively. 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 increased; Geforce G100, GT120, 130, GTS 150, Geforce GTS 250, GeForce GTX 260, 280, 285 and 295, any ION primarily based 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!

Comfortable Holidays or have a Merry Christmas!


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