You could do it like Minecraft, where every block extends the "Block" class, and is initialized with the texture for it when the program starts. That way every time you create a new instance of that block you aren't loading the texture too. If it loads a chunk at a time that's 32 678 textures you didn't need to load into memory
Good idea
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You could do it like Minecraft, where every block extends the "Block" class, and is initialized with the texture for it when the program starts. That way every time you create a new instance of that block you aren't loading the texture too. If it loads a chunk at a time that's 32 678 textures you didn't need to load into memory
I didn't want to mess around with chunk loading radius, so I just load every block at once but render only visible faces in the render distance radius using LWJGL's stock render distance code, then use fog to get rid of bad looking edges of the map. The whole world file is already going to be in the memory anyway so later-on I can provide up-to-date edits to the file (and automatically save a backup and undo array if you don't like your edits).
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I didn't want to mess around with chunk loading radius, so I just load every block at once but render only visible faces in the render distance radius using LWJGL's stock render distance code, then use fog to get rid of bad looking edges of the map. The whole world file is already going to be in the memory anyway so later-on I can provide up-to-date edits to the file (and automatically save a backup and undo array if you don't like your edits).
I see, if it's all loaded at once, might as well do the extra heavy lifting to make it run smoother during user interaction. Well, as long as you have that figured out Have you tried implementing the method I suggested earlier to add depth to the textures? I'm sure it wouldn't be too much of a hassle, unless you plan to use smooth shading instead
Have you tried implementing the method I suggested earlier to add depth to the textures? I'm sure it wouldn't be too much of a hassle, unless you plan to use smooth shading instead
I eventually want to move to adding a class for each block, but that takes forever (and there is only one of me), and everything can be simplified right now without needing all of that. Later when I add interactivity and individual functions to blocks, I'll make a new class for every single one, but that's just later. For now, I don't even need to know anything about the block except it's ID to do anything from texturing to shape and finally rendering.
As for smooth shading...probably would be easier to implement right now than the block-by-block shading Minecraft has.
Anyway, I will release a test version soon, once I get transparent textures (like saplings, glass and flowers) done. Right now all transparent pixels are black.
Nice job, looking forward to this
Also, slightly off-topic, but if you do make an update for iMCPEedit, could you find a way to remove the dependency on iOS 5 or higher?
I eventually want to move to adding a class for each block, but that takes forever (and there is only one of me), and everything can be simplified right now without needing all of that. Later when I add interactivity and individual functions to blocks, I'll make a new class for every single one, but that's just later. For now, I don't even need to know anything about the block except it's ID to do anything from texturing to shape and finally rendering.
As for smooth shading...probably would be easier to implement right now than the block-by-block shading Minecraft has.
Anyway, I will release a test version soon, once I get transparent textures (like saplings, glass and flowers) done. Right now all transparent pixels are black.
Cool! Well, if you need any help, post it here. I'd be glad to help out a little
It summarizes the number of lines and characters in any unicode file, counts the number of files/sub-directories within a directory, and displays a preview of said file/directory.
But, I'm a perfectionist, and there are soo many things wrong with the rendering code. First, back side of faces render, adding unnecessary lag (game slows but frame rate doesn't) to something you can't see. Second, two sides of transparent blocks are "glitchy" in that blocks behind them don't show.
But, I'm a perfectionist, and there are soo many things wrong with the rendering code. First, back side of faces render, adding unnecessary lag (game slows but frame rate doesn't) to something you can't see. Second, two sides of transparent blocks are "glitchy" in that blocks behind them don't show.
Does it render all faces visible to the player, or just the visible ones that aren't obscured by other blocks?
Would you guys mind if I scrapped fast loading time (was 1-2 seconds, now is 10 or 15 seconds) for faster gameplay (lag reduced quite a bit to being barely noticeable)?
Would you guys mind if I scrapped fast loading time (was 1-2 seconds, now is 10 or 15 seconds) for faster gameplay (lag reduced quite a bit to being barely noticeable)?
"Would you guys mind" xD
Go ahead man, it's your project, and 10-15 seconds of loading seems like a good trade-off for way less lag
Would you guys mind if I scrapped fast loading time (was 1-2 seconds, now is 10 or 15 seconds) for faster gameplay (lag reduced quite a bit to being barely noticeable)?
Are you talking about the loading time when you first open the map?
Well, you and Jocopa have learned programming.
What I'm learning at school is QBASIC
BTW in the first pic, seems that pine trees have oak trees texture.
First...I play with my Altair 8800 replica in my 'free time'
Second, I'm using my Sector.java as usual for reading the chunks.dat, and I haven't yet added a data reader to it so it's gonna be like that for a while.
Good idea
I didn't want to mess around with chunk loading radius, so I just load every block at once but render only visible faces in the render distance radius using LWJGL's stock render distance code, then use fog to get rid of bad looking edges of the map. The whole world file is already going to be in the memory anyway so later-on I can provide up-to-date edits to the file (and automatically save a backup and undo array if you don't like your edits).
I see, if it's all loaded at once, might as well do the extra heavy lifting to make it run smoother during user interaction. Well, as long as you have that figured out Have you tried implementing the method I suggested earlier to add depth to the textures? I'm sure it wouldn't be too much of a hassle, unless you plan to use smooth shading instead
I eventually want to move to adding a class for each block, but that takes forever (and there is only one of me), and everything can be simplified right now without needing all of that. Later when I add interactivity and individual functions to blocks, I'll make a new class for every single one, but that's just later. For now, I don't even need to know anything about the block except it's ID to do anything from texturing to shape and finally rendering.
As for smooth shading...probably would be easier to implement right now than the block-by-block shading Minecraft has.
Anyway, I will release a test version soon, once I get transparent textures (like saplings, glass and flowers) done. Right now all transparent pixels are black.
Also, slightly off-topic, but if you do make an update for iMCPEedit, could you find a way to remove the dependency on iOS 5 or higher?
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While your waiting, make this program yourself.
Look, your complaining because your impatient, I just tried suggest a better alternative.
I really love this idea!!
(Can you make it so the entities.dat gets displayed two (even edit signs^^))
I could try to help though!
Proud to be a Miner...
Cool! Well, if you need any help, post it here. I'd be glad to help out a little
LOL!
+1 to you good sir.
EDIT:
I did today :/
It summarizes the number of lines and characters in any unicode file, counts the number of files/sub-directories within a directory, and displays a preview of said file/directory.
try it.
Me too!
But, I'm a perfectionist, and there are soo many things wrong with the rendering code. First, back side of faces render, adding unnecessary lag (game slows but frame rate doesn't) to something you can't see. Second, two sides of transparent blocks are "glitchy" in that blocks behind them don't show.
Does it render all faces visible to the player, or just the visible ones that aren't obscured by other blocks?
"Would you guys mind" xD
Go ahead man, it's your project, and 10-15 seconds of loading seems like a good trade-off for way less lag
First...I play with my Altair 8800 replica in my 'free time'
Second, I'm using my Sector.java as usual for reading the chunks.dat, and I haven't yet added a data reader to it so it's gonna be like that for a while.