Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (623)
Games in Android Showcase (176)
games submitted by our members
Games in WIP (676)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Voxby - my source code give away  (Read 2689 times)
0 Members and 1 Guest are viewing this topic.
Offline steg90

Senior Devvie

Medals: 2

« Posted 2013-05-10 12:30:11 »

Here is a link to the code for my voxel project:

Hope it helps somebody!  (Note - collision not fully implemented).

Keys wads, space to jump (infinitely), b to drop block, u to remove block, 4 to toggle through
block player holding.
Offline Vermeer

JGO Coder

Medals: 16

« Reply #1 - Posted 2013-05-10 14:00:42 »

Thank you for that, will have a look thorugh that later and make some comparison with my code and hopefully and gain a few more insights. Smiley
Offline steg90

Senior Devvie

Medals: 2

« Reply #2 - Posted 2013-05-10 17:05:57 »

No probs ;-)

Loving the new project by the way, I really need to get into doing something similar - could I ask, I'm at a crossroad, fixed pipeline or programmable...I've tried a bit of programmable with LWJGL and OGL2.0 but get errors on my vertex shader yet using ARB extensions it is fine?!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Quarry
« Reply #3 - Posted 2013-05-13 16:20:42 »

As far as I can see you use immediate mode, not good
Offline Pauler
« Reply #4 - Posted 2013-05-13 16:22:05 »

As far as I can see you use immediate mode, not good
He uses display lists.
Offline Quarry
« Reply #5 - Posted 2013-05-14 04:04:59 »

Oh apparently I didn't notice the declaration. However it still is very bad for a thing like a voxel engine which can be modified very often, display lists copy all the glX() between the beginning and the end of their inits which end up in wasted memory
Offline steg90

Senior Devvie

Medals: 2

« Reply #6 - Posted 2013-05-18 17:40:22 »

Quarry - if you read my posts you will see I've moved to using shaders and thus the programmable pipeline, the voxel engine was a learning experience for me and as Pauler says, it uses display lists - I moved to VBO and got same results. 

Pages: [1]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

BurntPizza (8 views)
2015-10-07 02:11:23

KaiHH (12 views)
2015-10-06 20:22:20

KaiHH (11 views)
2015-10-06 19:41:59

BurntPizza (23 views)
2015-10-06 19:04:48

basil_ (44 views)
2015-09-30 17:04:40

shadowstryker (22 views)
2015-09-29 15:55:06

TheSpaceHedgehog (28 views)
2015-09-29 01:58:48

GamerC4 (54 views)
2015-09-24 21:10:38

GamerC4 (71 views)
2015-09-24 21:09:48

htuy (28 views)
2015-09-24 04:57:24
Math: Inequality properties
by Roquen
2015-10-01 13:30:46

Math: Inequality properties
by Roquen
2015-09-30 16:06:05

HotSpot Options
by Roquen
2015-08-29 11:33:11

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!