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minecraft-style water done (but no texture animation or sound)
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13 changed files with 770 additions and 65 deletions
11
src/main.cpp
11
src/main.cpp
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@ -116,12 +116,16 @@ TODO: Startup and configuration menu
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Graphics:
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TODO:
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TODO: Optimize day/night mesh updating somehow
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- create copies of all textures for all lighting values and only
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change texture for material?
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- Umm... the collecting of the faces is the slow part
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-> what about just changing the color values of the existing
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meshbuffers? It should go quite fast.
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- This is not easy; There'd need to be a buffer somewhere
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that would contain the night and day lighting values.
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TODO: Draw big amounts of torches better (that is, throw them in the
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same meshbuffer (can the meshcollector class be used?))
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@ -129,9 +133,13 @@ TODO: Draw big amounts of torches better (that is, throw them in the
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TODO: Combine MapBlock's face caches to so big pieces that VBO
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gets used
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- That is >500 vertices
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- This is not easy; all the MapBlocks close to the player would
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still need to be drawn separately and combining the blocks
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would have to happen in a background thread
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TODO: Make fetching sector's blocks more efficient when rendering
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sectors that have very large amounts of blocks (on client)
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- Is this necessary at all?
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Configuration:
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@ -210,6 +218,9 @@ TODO: Map generator version 2
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- There could be a certain height (to which mountains only reach)
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where some minerals are found
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FIXME: The new pre-sunlight-propagation code messes up with initial
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water lighting
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Doing now:
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======================================================================
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