Aaaand youu alll thought I was dead.
I have been hard at work doing behind the scene things on the game, Mostly network preparations. There is not much to be said about that but everything besides actual implementation between Client and Server is done. I literally peed my pants when I got the client and server to communicate though.
I have done tons of optimizations, FPS is now at a good 300+ w/ tons of entities and culling, and I sixteenthed the loading times.
HOW PLOX. HOW YOU MAKE IT SO MUCH FASTER?!
Well settle down and I will tell you, before I was loading 6 textures PER BLOCK. Before I had a 5x5x16x16 world, the first 2 being chunks, the 2nd set being blocks per chunk. You can imagine how laggy that would be; I decided to take those 6 textures per block, and assign one (the block texture) to the block ID so there is only one instance, and the other 5 (breaking textures) to a special enum, and then have the blocks call those.
Prior, I would crash my computer quite literally if I tried a 64x64 chunk world, now I can have those and it generates in a mere minute, (not good I understand, but its progress). In addition I can make a 32x32 world in practically the same time as a 5x5, thats a 640% increase in load time!
I then thought.
Well generation is much faster now, what else should I do?
And after long hours of searching for the right perlin algorithm, I got it. Caves. I have a video below. Its pretty self explanatory, and they need tweaking; but they are epic!
I also added a basic GUI, which is cool.
Oh and multiworld support. But I will talk about that in a future update.
As with all updates, changes are here
Mind the lag, its due to the recorder. The game gets a full 60 FPS otherwise.
Here is your video:http://www.youtube.com/v/4vVYkaNG-Bk?version=3&hl=en_US&start=