Received: by 10.180.104.33 with SMTP id gb1mr339798wib.1.1348005492595; Tue, 18 Sep 2012 14:58:12 -0700 (PDT) X-BeenThere: pyglet-users@googlegroups.com Received: by 10.216.211.133 with SMTP id w5ls595320weo.8.gmail; Tue, 18 Sep 2012 14:58:11 -0700 (PDT) Received: by 10.180.98.234 with SMTP id el10mr299839wib.3.1348005491208; Tue, 18 Sep 2012 14:58:11 -0700 (PDT) Received: by 10.216.74.136 with SMTP id x8mswed; Tue, 18 Sep 2012 05:34:45 -0700 (PDT) Received: by 10.52.19.197 with SMTP id h5mr1607vde.17.1347971684975; Tue, 18 Sep 2012 05:34:44 -0700 (PDT) Date: Tue, 18 Sep 2012 05:34:44 -0700 (PDT) From: Kalessin To: pyglet-users@googlegroups.com Message-Id: <051833c8-dba8-4f39-812c-80ef2b46b3e6@googlegroups.com> In-Reply-To: References: Subject: Re: Pyglet based Voxel-Cube placing engine. MIME-Version: 1.0 Content-Type: multipart/mixed; boundary="----=_Part_197_6403623.1347971684552" ------=_Part_197_6403623.1347971684552 Content-Type: multipart/alternative; boundary="----=_Part_198_16643881.1347971684552" ------=_Part_198_16643881.1347971684552 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit Nice work, I'm interested in seeing where this goes. 3000fps is quite impressive I had a go at a similar engine to teach myself OpenGL, you can check it out at https://github.com/pabennett/glblox Its using Python+Pyglet and a bit of c++ On Monday, September 17, 2012 6:05:13 PM UTC+1, 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 > ------=_Part_198_16643881.1347971684552 Content-Type: text/html; charset=utf-8 Content-Transfer-Encoding: quoted-printable Nice work, I'm interested in seeing where this goes. 3000fps is quite impre= ssive

I had a go at a similar engine to teach myself Ope= nGL, you can check it out at https://github.com/pabennett/glblox 

Its using Python+Pyglet and a bit of c++

On Monday, September 17,= 2012 6:05:13 PM UTC+1, David Hagler wrote:
I was toying with the notion of "yet another one of those voxe= l games"  - and created this....


Let me know if you have = any issues working with it, runs some whoping 3000fps on my desktop - and l= ike 60 on my laptop.

Follow the repo if your inter= ested, upcoming milestones..

* proper normals with= simple ambient lighting.
* chunk based voxel bitmap provider - t= rying to come up with a format for arbitrarily large sizes - like MC but wi= th a much higher height ceiling (64k or 'unlimited', still decided on forma= t specifics)
* chunk based rendering, heirarchy of display lists<= /div>
* dynamic chunk updates for block removal/addition.
* b= lock level lighting
* view lighting to mimic the voxel's concept = of lighting. (smooth lighting basically)
* division into client/s= erver model

Who wants to implement "powerrocks"? .= .. haha 
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