Behold: it spins
-
@drewdevault that is vim, yo?
-
@dharmik yeah
-
Haelwenn /элвэн/ :triskell:replied to Drew DeVault last edited by@drewdevault Well at least it's still a pure block, unlike stairs/ladders/tall-grass/torches/fences/…
-
Drew DeVaultreplied to Haelwenn /элвэн/ :triskell: last edited by
@lanodan ladders and tall grass are even easier than blocks as a matter of fact
But the others are annoying for sure
-
Haelwenn /элвэн/ :triskell:replied to Drew DeVault last edited by@drewdevault Ah maybe on old versions for ladders where it's just a single texture against a block but I think they added some depth few versions latter.
-
Drew DeVaultreplied to Haelwenn /элвэн/ :triskell: last edited by
@lanodan ah, I see.
-
Behold: a sprite
Code is a bit messy since I'm remembering how to write OpenGL code in real time as I work on it
-
@drewdevault Looking good! I keep meaning to try Hare out... how fares development?
-
@drewdevault
Are you recreating Minecraft or just playing around? -
@erilun06 not sure
-
@omniscient quite well!
-
The obvious next step is to read chunks from disk and generate geometry for them... which is going to be a bit annoying so I might put it off for a bit.
-
@drewdevault are you using Hare for this? Linux?
-
@photex yes and yes
-
Added some stuff to the debug overlay to procrastinate generating terrain geometry
(FPS hangs out around 1700 on this machine when vsync is disabled, for the curious)
-
@drewdevault Generating the terrain is so fun though! It's the first point where you get to start making creative decisions, rather than technical decisions.
-
Drew DeVaultreplied to spxtr last edited by [email protected]
@spxtr *not* terrain generation -- terrain *geometry* generation. Which is to say given a pre-generated chunk as input, convert the block array into verticies and such for rendering
-
@drewdevault Ahh, right. Well at least it's all cubes, mostly.