Re: Minecraft remake- Crafter
Posted: Wed Jun 08, 2011 10:49 am
N64vSNES wrote:Hooray for building things!
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This building looks sweet! Culling is a pain aha
The Next Generation of 2D Roleplaying Games
http://elysianshadows.com/phpBB3/
N64vSNES wrote:Hooray for building things!
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Thanks man. I actually found culling pretty easy I looked back at a tutorial on culling and it turns out that the counter clockwise vertex arrangement was for culling not transparency. You have to arrange your drawing order for transparencies but since I drew the entire map as a huge mesh then it didn't matter. ( Not the whole map obviously that would kill any PC )GroundUpEngine wrote:N64vSNES wrote:Hooray for building things!
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This building looks sweet! Culling is a pain aha
Not when the only shape in your entire game in a cube. :PGroundUpEngine wrote:Culling is a pain aha
Hooray for simply masterpieces!dandymcgee wrote:Not when the only shape in your entire game in a cube. :PGroundUpEngine wrote:Culling is a pain aha
are you referring to occlusion culling(figuring hidden surfaces), or loading only visible chunks? for example, not the building 12 feet to the left of you (because you can't see it).Ginto8 wrote:For the "draw as one whole mesh", do you go through the blocks, check to see if it's in line of sight, then render it? Or do you do something else to prevent having the whole map render at once?
ROFL, Even I wouldn't render a 512x512x128 map all at once. Can you imagine how slow that would be?Ginto8 wrote:For the "draw as one whole mesh", do you go through the blocks, check to see if it's in line of sight, then render it? Or do you do something else to prevent having the whole map render at once?
Haha! Oops.MadPumpkin wrote:Till finally I realized even though I was rendering a reasonable distance horizontally, I was rendering the god damn caves and NPC's that were under me and not even accessible, like 300 feet down!
To get the initial Minecraft kind of lighting deal, you'd want to be doing emissive lighting, such that you might have values [0,10] which says something about how much light it emits. Let's say that a block has a emission value of 10, then the next block would have 9, and then 8 asf; which gives that blocky kind of feel to the lighting as well.Van-B wrote:Looking sweet, your clearly making some great progress with this.
How are you factoring lighting?
Just wondering, because I've found that just a vertex lightmap can make things look great. Like take the 3D position of each vertex, add a little adjustment for the vertex normal so you get a position that you can project your light source to - then if there's a collision between those points, set the vertex diffuse colour to nothing, otherwise base it on the light colour, strength and direction. I'm making a mining game a little like Minecraft, and that's all I'm doing - it's all underground so that sort of lighting suits it... like no moving lights, each block could be lightmapped on-the-fly and that sort of thing. The reason that I like this method though, is that you don't have to worry too much about normals and dot products and stuff - the vertexes could just be lit, or not, and it tends to look better than standard normal vector lighting - allows for shadows and stuff.
Thanks for the kind wordsVan-B wrote:Looking sweet, your clearly making some great progress with this.
How are you factoring lighting?
Just wondering, because I've found that just a vertex lightmap can make things look great. Like take the 3D position of each vertex, add a little adjustment for the vertex normal so you get a position that you can project your light source to - then if there's a collision between those points, set the vertex diffuse colour to nothing, otherwise base it on the light colour, strength and direction. I'm making a mining game a little like Minecraft, and that's all I'm doing - it's all underground so that sort of lighting suits it... like no moving lights, each block could be lightmapped on-the-fly and that sort of thing. The reason that I like this method though, is that you don't have to worry too much about normals and dot products and stuff - the vertexes could just be lit, or not, and it tends to look better than standard normal vector lighting - allows for shadows and stuff.