I was toying with the notion of "yet another one of those voxel games" - and created this....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 modelWho wants to implement "powerrocks"? ... haha
I was toying with the notion of "yet another one of those voxel games" - and created this....
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
Do you have any screenshots handy? I don't have a pyglet-capable machine at the moment.
Powerrocks was a tongue in cheek reference to a redstone analog. :D
The current implementation was just a "how do I get this to render" so the "character movement/collision detection is very naive (intentionally).
> I'm looking forward to it! Any plans for non-cube-based voxels?
Indeed, this is my first foray into opengl stuff altogether so I need to learn more about rendering, and optimizations, like those non-cube-voxels will
need to have special rendering considerations that I don't know of yet :PI'm thinking of making this into some sort of generic framework for mc-clone voxel engines, but it might move from python/pyglet at that point. (we'll see)my idea was you could mix and match plugins, so - you want animals, get the animal plugin, want skylands get a skylands generator, caves... you get the picture.but trying to figure out an interface to allow them to all cooperate and still maintain some sort of sanity... well thats another story altogether.So far (not knowing how mc does it, but I suspect I'm onto something here) I'm thinking layers -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 biomesmineral fill : adds the good stuff to dig for!overlay: trees/castles/mines .. etc...I'm going to allow advanced attribute tags on the blocks so you could tag overrides on specific blocks at some point, like override this particular block to a rainforest environment, or
this block cannot have gravity many in clusters would make zero-g areas :)
I have an ambitious list of goals, but work always comes first :P
Nice work, I'm interested in seeing where this goes. 3000fps is quite impressiveI had a go at a similar engine to teach myself OpenGL, you can check it out at https://github.com/pabennett/glbloxIts using Python+Pyglet and a bit of c++
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