in "freebasic" ...???.. and i uploaded a new version, hopefully its faster than the previous one, even if there are floating islands now too!
Gruss
ok, tried it again but a different way and it worked...leopardpm wrote:I get an checksum error when I try to expand the archive... did it twice... anyway you can try to upload again?
yes, that would probably be very fast, but its not appropriate for a block engineleopardpm wrote: Now, the player 'deletes' cube at position 2,2 (whose vertices are B4,C4 & B7,C7) so the program kills the mesh between those vertices, and adds 5 new surfaces (4 vertical, and one 'floor') using additional vertices of B4,C4,B7,C7 but on the Z-1 plane. do the reverse for adding a cube.
Wouldn't this method be lickity-split speedy and provide the renderer with basically one terrain (with many polygons, granted, but it would deal with the backface culling, right?) texture instead of figuring out 1,000s (millions?) of 'cube faces' to cull and deal with?
no, i never said thatleopardpm wrote: So... do you re-generate all the faces to render for each frame? I mean, iterate through your 3-D array and figure out which cubes/faces need to be thrown at OpenGL? seems like an awful lotta work!
the length of the water can be increased, so that it will flow, well, alot furtherleopardpm wrote:ok, I appreciate your indepth explanation! Really helps!
Your falling blocks will be interesting, but as it is, I already like your water generation routine - I always have to fly up to a floating island and put down a water block then fly off and turn around to see the magnificent waterfall created! My ONLY gripe would be to not put down 'water blocks', but rather a 'spring' which outputs a set amount of water blocks which each follow the terrain, falling, and eventually pool up somewhere - so no static water hanging in the sky, actual moving blocks of water (possibly the 'spring' blocks could have a variable set amount of water so they could generate a waterfall for a finite amount of time instead of just a quick shower.... and on the surface, watching a depression 'fill up' with water then overflow would be a pretty awesome sight as well! But, I understand that this would involve alot more processing and programming.
when i revisit that part, another time, i will keep what you say in mindleopardpm wrote:the water 'flows' but then freezes in unnatural shapes... if a placed water block produces X amount of other water blocks that 'flow' then all of the blocks of water will flow until they find a resting place and cannot flow anymore... so placing a water block on a floating island will prodce a water fall that, as soon as the water blocks run out, will result in a pool of water on the ground somewhere and no water on the floating island and no 'waterfall' anymore. just thinking aloud here is all, not exactly a 'feature request'