IslandWorld – Weblog/Devlog

IslandWorld – Weblog/Devlog

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KSPC


We’ve 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’ve fastened render distance. Moreover, we are also nearly carried out 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 tip of the ray for putting blocks, and for those who 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 submit quickly on the weblog website.


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KSPC


I lastly fastened block inserting, 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 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(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

Completely happy holidays!

Dev Log Week 7:

Hiya world!,

I have never actually carried out a full dev log in weeks, however numerous work has been carried out.

Collision is first, means 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 Fastened:

Properly, it could or could not have been z preventing, nevertheless now you do
look within a block if you find yourself in between a number of blocks.

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

The UI now renders the right colors for blocks!

New save information 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 purpose in the reduction of world era from 5 minutes to 10–20 seconds and 5 seconds for world loading.


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KSPC


Merry Christmas (for those who have fun) and a contented 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 now have carried out (nicely I , as I’m the one actual programmer on IslandWorld) a primary essential 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 swiftly made binary answer (sure 100% binary serialization goes to be smaller for those who take the time, and we could swap to binary serialization at a later date for saves) and I’ve extra essential 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 might be reverted again into a duplicate 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 a bit of efficiency sport after we began caching textures!

Our faux cell shading is now carried out 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 shall be carried out for the recent 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 most likely could not deal with IslandWorld very nicely. And XP ought to work high-quality with IslandWorld.

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

GeForce 8000 sequence or greater; 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 a number of new blocks and cleaned up the code a bit!

Completely happy Holidays or have a Merry Christmas!


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