I increased the loading times by reducing the file size for the images for the loading screen.
Also the loading times can be reduced by setting preventUnloading() in the config to true. This prevents unloading of the loading images, which is somehow terribly slow.
Map Management
In the screenshot you can see the loading menu, which is now working. It display every map at the working directory and you can load them by clicking on them.
Via console you can now create new map files (folder+meta file). This will hopefully be done if you try to load the default map and it is missing.
Wurfel Engine removed the map-on-the-fly design. It needs a directory with r/w-acess in order to run. The design is used in Minecraft.
Chunk saving will be implemented soon.
Console
The message system has become a game console and is available in the whole game (engine). You can see it in the second screenshot. The plan is to allow it to be opened as a chat box, where the interaction and GUI will be different but the system in the background will be the same.
You can open the console by pressing the getConsoleKey() (config) which is by default the Key.SLASH (key left from the right shift key).


Notable Bugs
- Some input handling Bugs when switching game states
- map editor block placing can cause crash and has offset
- HUD scaling and moving in some cases
Additional Notes
I see the need to soon update to the latest libGDX version. My lack in shader programming skills are holding me back because I do not want to disable the light engine which is currently only working with OpenGL1.0 wich is dropped by libGDX >= 1.0.
Questions, ideas, annotations? Discuss!