So yeah I just really didn't feel like posting.
But i did get a lot done, soon I will be moving on to things like actually getting tool code in, so tools will be a thing soon and then I can fix the saving bug and the game will be semi-playable!
Here is a really long list of things i got done after the break!
=== 3/10/2012 ===
- Fixed the region interpolation problem.
== 3/9/2012 ===
- Tweaking terrin generation code. Made continents a lot smoother and not peak so much at their centers. made region area smaller and
made noise a bit more scarce while also making it peak to high values, this makes mountains. At the moment there is a glitch with
negative coordinate regions interpolating properly and also they look a bit square in any coordinates.
=== 3/8/2012 ===
- Quickly coded an overhead terrain viewer into the engine, running the engine with the commandline "-mappy" starts this viewer. The
viewer simply generates a 16x16 texture per 2D chunk with each pixel representing a single block. It is quite fast and will help a
*LOT* with changing terrain generation code.
=== 3/04/2012 ===
- Developed new system for lighting, can't see how it could get faster. Recalculates ~1k light values in 1 millisecond.
=== 3/01/2012 ===
- Sun now changes color as it nears horizon.
=== 2/24/2012 ===
- Changed gravel texture, it is not really dark now and so it it blends better with dirt, may change it some more to tile better.
=== 2/23/2012 ===
- Working on an error where on world load the chunks around the player's position are not preloaded properly and the player will fall
out of the world.
- Working on fixing an error with lighting/chunks not updating properly.
- Changed fog so that fog color is multiplied by the sunlight factor of whatever it is being applied to, this means things that do
not get sunlight will have darker fog. So in caves the fog is black, and on the surface it is not.
- Redesigned the HUD post-processing shader so it is not so costly to render, should be pretty fast to render now compared to what it
was.
=== 2/22/2012 ===
- Working on fixing an error with lighting/chunks not updating properly.
- Redesigned the system for loading new chunks into the world and then building their mesh. The new method is a bit faster and also
should not cause crashing due to multithreaded memory access violations.
=== 2/21/2012 ===
- Moved skylight calculation out of shaders and into the client, this will speed up rendering as skylight will be calculated only
when the sun angle changes and then sent over to the shaders as a uniform value, rather than being calculated once per vertex per
frame!
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