On Mon, Sep 17, 2012 at 1:05 PM, David Hagler <[email protected]> wrote:
> I was toying with the notion of "yet another one of those voxel games" - > and created this.... > > https://github.com/prozacgod/digbuild > > Let me know if you have any issues working with it, runs some whoping > 3000fps on my desktop - and like 60 on my laptop. > > Follow the repo if your interested, upcoming milestones.. > > * proper normals with simple ambient lighting. > * chunk based voxel bitmap provider - trying to come up with a format for > arbitrarily large sizes - like MC but with a much higher height ceiling > (64k or 'unlimited', still decided on format specifics) > * chunk based rendering, heirarchy of display lists > * dynamic chunk updates for block removal/addition. > * block level lighting > * view lighting to mimic the voxel's concept of lighting. (smooth lighting > basically) > * division into client/server model > > Who wants to implement "powerrocks"? ... haha > Do you have any screenshots handy? I don't have a pyglet-capable machine at the moment. -- Tristam MacDonald http://swiftcoder.wordpress.com/ -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
