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  Voxby - my source code give away  (Read 1650 times)
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Offline steg90

Senior Member


Medals: 1



« Posted 2013-05-10 14:30:11 »

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


https://sites.google.com/site/voxbygame/


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 16:00:42 »

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 Member


Medals: 1



« Reply #2 - Posted 2013-05-10 19:05:57 »

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?!
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Offline Quarry
« Reply #3 - Posted 2013-05-13 18:20:42 »

As far as I can see you use immediate mode, not good
Offline Pauler
« Reply #4 - Posted 2013-05-13 18:22:05 »

As far as I can see you use immediate mode, not good
He uses display lists.
Offline Quarry
« Reply #5 - Posted 2013-05-14 06:04:59 »

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 Member


Medals: 1



« Reply #6 - Posted 2013-05-18 19:40:22 »

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. 



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