Thanks for the offer! - I've been itching to get a bit more code into this, 
so in the next week I'm going to look into the basics of the map chunking 
and rendering mechanisms.

If you had any insight into how those work, and maybe how they interact 
with the network layer -(so I don't fubar it from the ground up) that would 
be great.

On other change to the renderer I'm considering is implementing Triangle 
Strips (http://en.wikipedia.org/wiki/Triangle_strip)  Pretty sure MC uses 
them, and ... well a great number of renderers for a lot of things.

I'll probably come up with a full surface "tesselator" at some point, since 
an exposed surface like this is only 3 polygons..

OOXOO
OXXXO
OOXOO

right now it comes back as 15 quads.  Not sure if its worth the added 
hassle or not.  I could also just "put a tack into it" since this is 
an optimization that really doesn't affect the core responsibilities of the 
program as a whole.


On Sunday, September 23, 2012 5:02:59 AM UTC-5, Greg Ewing wrote:
>
> Phillip Smith wrote: 
> > I'm thinking of making this into some sort of generic framework for 
> > mc-clone voxel engines 
>
> > So far (not knowing how mc does it, but I suspect I'm onto something 
> > here) I'm thinking layers - 
>
> If there's anything you want to know about how MC works, 
> I may be able to help. I've made a few small mods for MC 
> recently, and learned a fair bit about its internals in 
> the process. 
>
> > *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 haven't delved much into MC's terrain generation, but I 
> think it does something broadly similar. I believe it uses 
> Perlin noise functions for things like terrain height, 
> caves and ore deposits. 
>
> -- 
> Greg 
>

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