LWJGL BlockWorld

That is cool :wink:

I’m having the odd issue were sometimes my texture on block will be drawn in the wrong colour, have you ever experienced this?! For instance, a block with a dirt texture appears green?!

Keep up the great work!

I have had that issue if changing colours with glColour and then not putting it back to 1,1,1 before rendering other stuff.

Ahhh, so you have to put colour back to 1,1,1? Seems a bit strange?!

Thanks for that.

Hi there!

How about never disabling Texture2D?
The only thing you have to do is, to put a white pixel in the top-left corner of the texture.
And everytime you don’t need texture’s anymore, just set TexCoord to 0:0.

Trust me, it works pretty well.

  • Longor1996

update

Been looking at lighting. This will be for a player held light, that would be in addition to pre calculated lighting.

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A zip file containing the eclipse project is available on my brothers website:
(Please look at his java game!)

http://www.missiondefence.com/vermeer/

Please remember this is a test project, and not representative of ideal solutions. But please feel free to use any of it - if its of any help. It will crash if you do things I did not plan it to do!

Just ask if you have any questions about it, or feel you need to point out how bad bits of it are!

I will be starting work on my proper game soon, once I have looked at model loading, and shaders.

Update

Loaded a textured .Obj model into game (the badly made and textured furnace!)

Stop being better at this than me :confused: I almost deleted my project last night, I’ve been struggling lately. Do you use opengl’s built in lighting to do your lighting right now? Or are you using vertex coloring?

I face many problems with my project , too that I don’t really see how to fix them.

This guy is really good.

My main issue is a vertex bug. At location 0, 0, 0 this little triangular shape set of vertices draw. I have come to conclude that they cause an issue where random vertices are drawn when my chunks update. I turn on wire frame mode and look in my chunk when it updates, and all of a sudden, close to 2,000 triangles draw and then delete themselves. My whole game slows down to 30 FPS, which is ridiculous seeing as when drawing 1 chunk, I get close to 2,000 FPS. I have come to call this bug the “0, 0, 0 update bug”. I’m starting to think the issue is that I’m using quads and not triangles, and maybe the quads aren’t being processed correctly. Fortunately, I bought a copy of the SuperBible, and it came today, so I’m going to learn modern OpenGL.

So while this guy is pretty good, and he obviously has been learning OpenGL more than me, I think my programs suffer mostly from my lack of OOP :confused: I frequently have to re-design classes, and I hate it. Oh well…

Aww noooo don’t use the SuperBible! Use the Arcsynthesis tutorials!

Tutorial link: www.arcsynthesis.org/gltut
Java+LWJGL ports: www.bitbucket.org/ra4king/lwjgl-shader-tutorials/

Wait really?? Everyone says the SuperBible is very good :confused:

The SuperBible might go into more depth and somewhat better explanations, but code-wise: it sucks.

Update

Tests using vertex lighting for skylight shadows.
When a block is placed, a search is made for blocks underneath that did have sky illumination. An area is then modified by around the block, decreasing the light level.
So multiple connected blocks will decrease the level more and more.

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That is looking fantastic :slight_smile:

Really nice work! I am looking forward to implementing lighting im my project too. This can create amtospheric highlights. :slight_smile:
But for now, I am still struggling with my collision detection, trying to make it better and more efficient.

Keep up the good work, this will be an awesome competitor! :wink:

Just a random Question again:
Does anyone that makes a Voxel Engine make any plans?
It seems like everyone just want’s to clone Minecraft as fast as possible,
ignoring all good programming principles while doing so.

Does anyone here plan anything?

  • Longor1996

I do. ;D Learning stuff is the priority for me, but I have a vague image of a voxel-based game in my mind.

As this goes to everyone building those engines I feel like answering:
It sounds like an accusation. Even if it just was for copying the idea as fast as possible and getting it running, I don’t see any problem in that as long as it is for fun.

As you can see in my thread, I am taking my time to optimize things. And I think others do aswell. For me it is a good thing to learn it by just copying the concept of minecraft, because these are my first steps in 3D programming and I am happy with my project. I love Minecraft and I would like to see if I can be able to get something similar working. Then, after that, I will go on making my own stuff with the things I have learned. This is my plan.

I may not always think much of the level of software engineering in much of the code that’s slung around these parts, but that said: what’s wrong with hacking just for fun?

Hi Longor

I do have a specific project in mind. It’s nothing to do with a voxel game, but it does involve geometry created at runtime, and by working on this voxel project I have been developing the missing skills need to make the other project work. I will be posting the new project once its in a state to do so. I know others in this thread are also using this project to learn some new skills. As for ignoring programming principles, yes I am guilty - but like I say, it literally was just to test how something worked like VBO’s, lighting etc.