Sparky's little Cube World Project

Maybe not completely, but I have potential! :wink: Thanks for defending me against myself anyway. :slight_smile:

[quote]Anyway, tried to run your jar and I got this on my terminal:

Exception in thread ā€œmainā€ java.lang.UnsupportedClassVersionError: engine/EngineMain : Unsupported major.minor version 51.0

Running on a Macbook Pro.
[/quote]
Try downloading it again, it shouldnā€™t do this now. I used an older compliance level. Do you have an old version of Java on your machine?

Java/Javac version is 1.6.0_37

Unfortunately Iā€™m getting the same errorā€¦

Did you build with Java 1.7?

Yes, I do.

Here is my video which is just showing a minute of so called ā€œgameplayā€ā€¦

ixc7d__BzDM

Looks cool,

Did you use AABBā€™s? Or get player position and use as index/offset into your block array?

Cheers

I need to look into collisions myself, I take it you define a bounding box for the player/camera, and use this to detect if ā€˜boundā€™ with one of the blocks?

I have put my posts together:
Old post:
I am using AABBs and dynamic seperating axis test. And the tests are pretty slow because I am doing them on all cubes currentlyā€¦ this is what I am going to change when fixing performance issues. Did this on raycasting for picking already.
When I am done with that, there will be some work with the chunks to do, because one single chunk is getting boring.

New Post:

[quote]I take it you define a bounding box for the player/camera, and use this to detect if ā€˜boundā€™ with one of the blocks?
[/quote]
Yes, of course. If you are really getting the book I told you about, then you will find excellent explanations on this in the Appendix A. :wink:

Many thanks,

Will take a look at this, book should be here this week.

Iā€™m working on, get current camera location x,z, transform this to voxel space to determine block we are on, then test AABB.

It has been more than a week with no update now. This is, because I am not really working on it. Instead, I am learning about lighting to be able to implement it in this project. I want to do this on my own with shaders. For now, I have read a lot about the theory and I have implemented blinn-phong in a test-project. I also have a short video of it:

WjIeSP7uHpg

Nothing too great about it. But this is just a start.

Now I will continue learning. :slight_smile:

Very nice :wink:

This will look great when you implement it into your game!

That looks really cool. Do you plan to use lots of real time lighting, or is it for just a few special effects?

Looks great tho, can imaging how cool that would look in your game. :slight_smile:

Thanks to both of you. :slight_smile:

But I think it is nothing special. I heard that Blinn-Phong is part of the fixed-function toolbox in OpenGL. So I feel like I havenā€™t really achieved much for now. But if it looks ok in the game, than I will be glad. :smiley:

[quote]That looks really cool. Do you plan to use lots of real time lighting, or is it for just a few special effects?
[/quote]
I would like to add a few special effects. So this is not for extensive use. But it is great for learning how to do this and that and lighting in 3D was something I wanted to do for a long time now. 8)

EDIT: Ah, almost forgot: your project is super-mega-great, Vermeer. :wink: I am actually trying to get my project half as beautiful as yours.

Another update!

I havenā€™t achieved as much as I would have liked to in the last week, but after all it is still going forward.

Most of the time was spent on analyzing the usage of memory and refactorings based on that.
Did some corrections on the rendering algorithm and the usage of the VBOs. I added two textures (dirt and grass) and created a few chunks to play and experiment. Nothing special though.
I also added a little hud to select the used cube type with the mouse wheel.

Everything is still very dirty and hacked together. I will do some polishing, when there is nothing more urgent in the way.

You can see the features in the video:

qMFoPf5V5s8

There is also a downloadable version
This version is compiled with jdk 1.7.0_07.
You may be experiencing a collision bug when jumping at edges of cubes. This will be fixed in a later version. Please tell me, if you have problems or get other errors.

Next up:
adding fog and frustum culling and fixing the damn collision testing bug. :slight_smile:

There seems to be a 1 pixel gap between each triangle, your able to see the lines of where they connect, you should add that to your to fix list.

This is odd, I had this problem before, but I thought I fixed it because I canā€™t see those lines anymore. Can you give me a screenshot of it?
Thank you for your information. :slight_smile:

benCraftAlpha3_17_E.jar is what i downloaded (in case you put up a wrong file)

http://img580.imageshack.us/img580/5466/52016755.png

Had to cut down the size of the image, so I only posted the main bits, In Australia we have usage caps, and I capped mine, but it should be reset on the 23rd. Iā€™m wondering how I managed to survive on dial up lol

Oh my ā€¦ THIS looks terrible! :o It is a fine screenshot, a masterpiece, but the gaps! Gotta do something about it!

But honestly, I donā€™t know what could be causing this. As I am not able to reproduce this I will hardly ever know if I have fixed it by doing anything. Hmmm, maybe I should think about what could be causing this first. Or maybe someone already knows itā€¦
If you would like to help me further, you could tell me what hardware you have, especially graphics card of course. Maybe I will eventually get an idea, what is the reason for these gaps.

Anyway, thank you for your screenshot, this is worth aā€¦ uhmā€¦ chunk of gold!! With chocolate on the inside. :slight_smile: No, really, thanks for that.

[quote]In Australia we have usage caps, and I capped mine, but it should be reset on the 23rd.
[/quote]
Good to know, so I will be warned before wandering off to Australia. :slight_smile:
(donā€™t get me wrong, I am not planning to go to Australiaā€¦ maybe Austria. g)

Ok, I found something about those gaps here:
http://www.gamedev.net/topic/573479-transparent-gaps-between-triangles-on-windows-7/

Now it seems to happen on certain nVidia Hardware. And as opengl.org says:

[quote]glEnable(GL_POLYGON_SMOOTH): This is not a recommended method for anti-aliasing. Use Multisampling instead.
[/quote]
I used gl_polygon_smooth and there you have itā€¦

Ok, I updated it and fixed another bug that was mostly invisible and is therefore swept under the rug.
The old download is updated!

Please, Phased, if you read this, tell me if the strange gaps have vanishedā€¦ :smiley:

Looking nice Sparky, that block picking is cool, I gotta put that into mine instead
of the basic block picking I have in now.

I put frustum culling in, but doesnā€™t seem to work very well, I used a ported version from Ron Sullivan of Mark Morleys frustum culling.

Iā€™ve added random items / blocks to mine but would like to make my trees actually look like trees, there must be some simple algorithms out there for this?!

Keep up the good work.

missed the to tell you if its fixed bit, and yes it is fixed. :slight_smile:

For my own project, I think I would just think of a strategy to do this myself. After all, this canā€™t be so hard, can it? Will see.

Thank you, I am very happy to hear that. :smiley: