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1  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-15 20:11:00
I love the style you've started here.  I'm curious since I just started playing around with cubic frameworks in JME3.  How many verts/tris are you rendering textured at once?  Do you import models of the blocks, assume their structure is all cubic or do you have other shapes too? (I thought I saw some slanties in there).

Looking great though!

Thanks. In a normal world like the one in the video there are about < 600000 textured faces (51 of 32x32x128 blocks sectors are visible). But the more difficult thing to solve is to keep the amount of objects (geometries) low while at the same time allowing to modify the object's mesh within a reasonable time.

And yes, as you already noticed there are not only cubic shapes possible: I also added the possibility to use cusom meshes (from blender). They are also tesselated to one big shape per stripe but overlaping faces are not removed due to the immense amount of permutations needed to determine what block with what other block would have what faces removed (but still I also think about possible solutions for that). Meanwhile I plan to limit the objects with custom meshes that the player can place by natural factors like the items that are needed to replicate (=craft) them.

Hey thanks! I was doing some testing and with a generic simplex noise method I have a 160x160x32 volume and it generates about 2million tris, it doesn't do any face merging, or tesselation, and it only allows for cubic geometry at the moment.  But as you can imagine, 2million tris kicks the engine into around 40-60fps on my card. So the performance isn't necessarily awesome.  I need to do some more reasonable terrain gen to see if it's better as right now it's pretty close to checkerboarding so I may be seeing the worst case scenario.

 Thanks for the info!
2  Games Center / WIP games, tools & toy projects / Re: Xcylin: A sci-fi open world voxel game. on: 2014-02-15 01:30:26
I love the style you've started here.  I'm curious since I just started playing around with cubic frameworks in JME3.  How many verts/tris are you rendering textured at once?  Do you import models of the blocks, assume their structure is all cubic or do you have other shapes too? (I thought I saw some slanties in there).

Looking great though!
3  Discussions / Suggestions / Fix the News link to point to the correct wiki entry on: 2014-02-04 04:47:29
It's kind of annoying to me that the current News: at the top of the page links to an outdated 'Java Gaming resources' page.

Can the link be redirected over to the wiki one with working links that's maintained at least slightly better?

 Thanks!
4  Discussions / Java Gaming Wiki / Re: Java Gaming Resources on: 2014-02-04 04:35:55
I updated some outdated links for cokeandcode which is now defunct, and removed the old project for Physics that no longer exists on that site, I couldn't find any links to an active download of it.
5  Discussions / General Discussions / Re: Plan out or Dive In? on: 2012-09-16 14:34:53
Do not try to be a fortune teller by planning to the smallest detail. Finding a good balance is the true art.

Haha, yah. My previous projects have all been modifications and had required planning really (or I just didn't choose to plan them on paper).  More or less 1 system being worked on at a time, and a matter of just implementing and testing it, then rewriting it if it wasn't that good. I've learned a lot from that, but started realizing I should probably plan things out as I move into writing a whole game from scratch.

So far, I only have a few things written down on how game Entities and Worlds are going to be handled and what is the absolute necessary information they need to hold.  My biggest issue is learning the rendering, I understand the concepts but it can be a bit difficult translating the math knowledge back down into code when there are so many varied examples on the net (especially with the large differences between GL11 and GL30)
6  Discussions / General Discussions / Plan out or Dive In? on: 2012-09-15 18:09:27
Just wondering how you choose to code when you begin a project.  Do you plan out the different systems/classes with a rough design before going into the project, make a flow chart, or detail what each system is going to do or need to do.  Or do you just dive into it and start slapping away at getting things going?
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