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  Sparky's little Cube World Project  (Read 6122 times)
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Offline Sparky83
« Reply #30 - Posted 2013-04-11 18:35:30 »

Thanks to both of you. Smiley

But I think it is nothing special. I heard that Blinn-Phong is part of the fixed-function toolbox in OpenGL. So I feel like I haven't really achieved much for now. But if it looks ok in the game, than I will be glad. Cheesy

Quote
That looks really cool. Do you plan to use lots of real time lighting, or is it for just a few special effects?
I would like to add a few special effects. So this is not for extensive use. But it is great for learning how to do this and that and lighting in 3D was something I wanted to do for a long time now.  Cool

EDIT: Ah, almost forgot: your project is super-mega-great, Vermeer. Wink I am actually trying to get my project half as beautiful as yours.
Offline Sparky83
« Reply #31 - Posted 2013-04-20 12:57:53 »

Another update!

I haven't achieved as much as I would have liked to in the last week, but after all it is still going forward.

Most of the time was spent on analyzing the usage of memory and refactorings based on that.
Did some corrections on the rendering algorithm and the usage of the VBOs. I added two textures (dirt and grass) and created a few chunks to play and experiment. Nothing special though.
I also added a little hud to select the used cube type with the mouse wheel.

Everything is still very dirty and hacked together. I will do some polishing, when there is nothing more urgent in the way.

You can see the features in the video:
<a href="http://www.youtube.com/v/qMFoPf5V5s8?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/qMFoPf5V5s8?version=3&amp;hl=en_US&amp;start=</a>

There is also a downloadable version
This version is compiled with jdk 1.7.0_07.
You may be experiencing a collision bug when jumping at edges of cubes. This will be fixed in a later version. Please tell me, if you have problems or get other errors.

Next up:
adding fog and frustum culling and fixing the damn collision testing bug. Smiley
Offline Phased
« Reply #32 - Posted 2013-04-20 13:11:33 »

There seems to be a 1 pixel gap between each triangle, your able to see the lines of where they connect, you should add that to your to fix list.
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Offline Sparky83
« Reply #33 - Posted 2013-04-20 13:28:40 »

There seems to be a 1 pixel gap between each triangle, your able to see the lines of where they connect, you should add that to your to fix list.
This is odd, I had this problem before, but I thought I fixed it because I can't see those lines anymore. Can you give me a screenshot of it?
Thank you for your information. Smiley
Offline Phased
« Reply #34 - Posted 2013-04-20 14:06:08 »

benCraftAlpha3_17_E.jar is what i downloaded (in case you put up a wrong file)



Had to cut down the size of the image, so I only posted the main bits, In Australia we have usage caps, and I capped mine, but it should be reset on the 23rd. I'm wondering how I managed to survive on dial up lol
Offline Sparky83
« Reply #35 - Posted 2013-04-20 14:53:10 »

benCraftAlpha3_17_E.jar is what i downloaded (in case you put up a wrong file)


Oh my .... THIS looks terrible!  Shocked It is a fine screenshot, a masterpiece, but the gaps! Gotta do something about it!

But honestly, I don't know what could be causing this. As I am not able to reproduce this I will hardly ever know if I have fixed it by doing anything. Hmmm, maybe I should think about what could be causing this first. Or maybe someone already knows it...
If you would like to help me further, you could tell me what hardware you have, especially graphics card of course. Maybe I will eventually get an idea, what is the reason for these gaps.

Anyway, thank you for your screenshot, this is worth a... uhm... chunk of gold!! With chocolate on the inside. Smiley No, really, thanks for that.

Quote
In Australia we have usage caps, and I capped mine, but it should be reset on the 23rd.
Good to know, so I will be warned before wandering off to Australia. Smiley
(don't get me wrong, I am not planning to go to Australia... maybe Austria. *g*)
Offline Sparky83
« Reply #36 - Posted 2013-04-20 15:39:37 »

Ok, I found something about those gaps here:
http://www.gamedev.net/topic/573479-transparent-gaps-between-triangles-on-windows-7/

Now it seems to happen on certain nVidia Hardware. And as opengl.org says:
Quote
glEnable(GL_POLYGON_SMOOTH): This is not a recommended method for anti-aliasing. Use Multisampling instead.
I used gl_polygon_smooth and there you have it...

Ok, I updated it and fixed another bug that was mostly invisible and is therefore swept under the rug.
The old download is updated!

Please, Phased, if you read this, tell me if the strange gaps have vanished...  Cheesy
Offline steg90

Senior Duke


Medals: 1



« Reply #37 - Posted 2013-04-20 17:10:17 »

Looking nice Sparky, that block picking is cool, I gotta put that into mine instead
of the basic block picking I have in now.

I put frustum culling in, but doesn't seem to work very well, I used a ported version from Ron Sullivan of Mark Morleys frustum culling. 

I've added random items / blocks to mine but would like to make my trees actually look like trees, there must be some simple algorithms out there for this?!

Keep up the good work.
Offline Phased
« Reply #38 - Posted 2013-04-21 07:01:02 »

missed the to tell you if its fixed bit, and yes it is fixed. Smiley
Offline Sparky83
« Reply #39 - Posted 2013-04-21 14:55:15 »

I've added random items / blocks to mine but would like to make my trees actually look like trees, there must be some simple algorithms out there for this?!
For my own project, I think I would just think of a strategy to do this myself. After all, this can't be so hard, can it? Will see.


missed the to tell you if its fixed bit, and yes it is fixed. Smiley
Thank you, I am very happy to hear that. Cheesy
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Offline steg90

Senior Duke


Medals: 1



« Reply #40 - Posted 2013-04-21 16:50:28 »

Quote
For my own project, I think I would just think of a strategy to do this myself. After all, this can't be so hard, can it? Will see.

Don't think it is, but getting them looking nice could be ;-)

You could use some four leaf rose and cardioid formulas to get some good results...

BTW - what do you do when a collision occurs, do you check for collision before allowing movement?

Thanks
Offline Sparky83
« Reply #41 - Posted 2013-04-21 18:27:14 »

BTW - what do you do when a collision occurs, do you check for collision before allowing movement?
I am not sure, if my approach is really that good, but I do it like that:
Since my movement is based on velocity and friction, when I move the player, a constant value times delta (in ms) is added to the velocity vector. So, when I am checking for collision, I am testing it with my velocity vector. After collision check I cap the vector by multiplying it with the time value of the collision check ( a value in [0,1] ).
- If the value for multiplying is 1, then the whole vector will be applied.
- If it is lower, the vector will be used with the lower values and then resetted to 0. I am still working on my strafing algorithm, so I am not talking about that now.
Offline steg90

Senior Duke


Medals: 1



« Reply #42 - Posted 2013-04-21 18:34:18 »

Thanks for that,

Not really sure though what you meant though, lol.


Offline Sparky83
« Reply #43 - Posted 2013-04-30 12:56:55 »

Hey!

Just wanted to say that I am stopping my activity on this project. I have learned so many new things through it, but I am also getting a bit tired of it. After all it is just a clone of minecraft. Smiley

I am now working on another project which I plan to finish. Honestly, I will do this!  Cool
But it will be only 2D.

I will not make a topic for the new project for now. This will be done, when there is enough material and a demo to test it.
All that I can say now: currently I am working on my own particle generator for the game. This is what it looks like:

(don't mind the skyrim screenshot in the back. Just trying not to let it look too empty, simulating some ingame stuff...)
<a href="http://www.youtube.com/v/3E-qU5dYwiU?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/3E-qU5dYwiU?version=3&amp;hl=en_US&amp;start=</a>

Thank you for your support on this project and see you soon on the next one. Smiley
Offline steg90

Senior Duke


Medals: 1



« Reply #44 - Posted 2013-05-01 21:35:28 »

Thats looks sweet ;-)

Not been on for a while as porting code to C++, will keep you posted!
Offline Vermeer

JGO Coder


Medals: 16



« Reply #45 - Posted 2013-05-02 16:31:16 »

That looks very smooth, will be interesting to see what you do with it.


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