I'm so glad people are trying it out :P I've posted it about for a while 
and garnered little to no attention :P  

@Tristam - I do not have any screens handy, but will make a rudimentry 
project page on my website in the coming days to show it off a bit.

@Nathan - I did try it with and without vsync (from pyglet) it's an 
integrated driver so I was assuming a forced vsync - but vsync on it drops 
to 30fps,
if I lower the resolution to 320x240 it goes up to ~200 - took me a while 
to realize that would be a valid test actually ..Derp.  But I'm guessing 
I'm actually
producing about 60fps naturally, and when I turn on vsync I get "lowest 
common denominator" FPS - 60hz refresh with ~ 60hz framerate would mean a 
beat
pattern that would produce the 30fps I was seeing with it on.  (that's my 
guess at least)

Powerrocks was a tongue in cheek reference to a redstone analog. :D


The current implementation was just a "how do I get this to render" so the 
"character movement/collision detection is very naive (intentionally).

> I'm looking forward to it!  Any plans for non-cube-based voxels?
Indeed, this is my first foray into opengl stuff altogether so I need to 
learn more about rendering, and optimizations, like those non-cube-voxels 
will
need to have special rendering considerations that I don't know of yet :P

I'm thinking of making this into some sort of generic framework for 
mc-clone voxel engines, but it might move from python/pyglet at that point. 
(we'll see)
my idea was you could mix and match plugins, so - you want animals, get the 
animal plugin, want skylands get a skylands generator, caves... you get the 
picture.
but trying to figure out an interface to allow them to all cooperate and 
still maintain some sort of sanity... well thats another story altogether.

So far (not knowing how mc does it, but I suspect I'm onto something here) 
I'm thinking layers -

*map fill* : layer - just generates on/off states for blocks that are 
considered "surface".
*environment tagging :* (biomes) - just tags information for the xy -2d 
section of the map (similar to mc)
*layer fiil*: dirt/sand for biomes
*mineral fill* : adds the good stuff to dig for!
*overlay*: trees/castles/mines .. etc...

I'm going to allow advanced attribute tags on the blocks so you could tag 
overrides on specific blocks at some point, like override this particular 
block to a rainforest environment, or
this block cannot have gravity many in clusters would make zero-g areas :) 

so providing this information to the interaction & renderer in real time 
while rendering mobs/sprites/particles... well - we'll see what happens.

I have an ambitious list of goals, but work always comes first :P



On Monday, September 17, 2012 12:05:13 PM UTC-5, David Hagler 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 
>

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