On Tue, Sep 18, 2012 at 1:16 PM, David Hagler <[email protected]> wrote:

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

Ah, okay I get it.


> 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, sounds like you're sticking to a mostly-a-minecraft-clone design for
the moment?


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

I know, work's always getting in the way!  :)

~ Nathan

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