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Re: Let's Play Minecraft!
[Re: Joozey]
#343147
10/03/10 23:38
10/03/10 23:38
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Joined: Apr 2002
Posts: 4,801 Richmond B.C., Canada
Captain_Kiyaku
Dichotomic
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Dichotomic
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
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@Pappenheimer, no this is all private and i just posted it here, haven't posted it on the Unity forum yet. EDIT: Also added textures, and the tiles already know what texture to use depending on position and stuff: I am working on the collision right now, then i will show you a webbuild ^^. @ Joozey, awesome shots That ship is awesome, i wanted to do one too. Building railroads is kinda useless, they are buggy in SMP
Last edited by Captain_Kiyaku; 10/03/10 23:41.
My Blog"Tag und Nacht schrei ich mich heiser, Wind weht alle Worte fort, Tag und Nacht schrei ich mein Krähenwort!"Subway To Sally - Krähenkönig
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Re: Let's Play Minecraft!
[Re: Captain_Kiyaku]
#343148
10/03/10 23:58
10/03/10 23:58
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
Expert
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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I know, I'm waiting for the day now that tracks work . But at least they guide the way through awesome landscapes! (and it was a nice challenge to make it sub-oceanic. Also great work there on unity .
Click and join the 3dgs irc community! Room: #3dgs
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Re: Let's Play Minecraft!
[Re: Pappenheimer]
#343158
10/04/10 01:56
10/04/10 01:56
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2003
Posts: 7,439
Red Dwarf
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BTW, would Ulillillia appreciate this game? It kinda reminds me to his projects. it's too unrealistic from the physics aspect, he probably would write the developer an angry letter and give him the correct formulas already scaled to minecraft sizes (keeping in mind that minecraft can have 4x the surface of earth in world sizes, and that everything in this world is formed out of blocks which in turn would affect aerodynamics) and include a quick code for improved waterflow that is both realistic and 10x faster than the current algorithm.
Last edited by Michael_Schwarz; 10/04/10 01:58.
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: Let's Play Minecraft!
[Re: Michael_Schwarz]
#343159
10/04/10 02:01
10/04/10 02:01
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Joined: Apr 2002
Posts: 4,801 Richmond B.C., Canada
Captain_Kiyaku
Dichotomic
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Dichotomic
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
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Okay here is a webplayer of the current version. Link to WebplayerNOTE: It will be laggy at the beginning to generate the level, later on i will do that in a loading screen. So when you try placing cubes at the beginning, it takes a few seconds to display them, cause ive limited my current version so it can only update < 10 chunks at a time. The physic and collision is crappy too, just added something simple so i can play around with it. Controls: - WASD: Movement - Left click: Place current block type - Right click: remove block - R: toggle between blocks (no visual indicator yet) - F: Create a big sphere of the current block type - B: Bomb away some blocks (this is fun 8D) The red transparent cube shows the field you would remove. The blue transparent cube shows the field where you place a new block. Have fun and would be nice to know your framerate (especially with that Bloom, DOF and SSAO :P)
My Blog"Tag und Nacht schrei ich mich heiser, Wind weht alle Worte fort, Tag und Nacht schrei ich mein Krähenwort!"Subway To Sally - Krähenkönig
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Re: Let's Play Minecraft!
[Re: Captain_Kiyaku]
#343160
10/04/10 02:16
10/04/10 02:16
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Wow that is absolutely awesome! Great work! Runs very smooth, even with so many thousand blocks visible. Looks very nice, too! :>
Last edited by Superku; 10/04/10 02:16.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: Let's Play Minecraft!
[Re: Superku]
#343161
10/04/10 02:37
10/04/10 02:37
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Joined: Apr 2002
Posts: 4,801 Richmond B.C., Canada
Captain_Kiyaku
Dichotomic
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Dichotomic
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
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Thanks, glad you like it and that it runs smooth But i am still wondering how you can create a really huge world like in minecraft, i've heard the space is 3 times bigger than the earth. I can create a field of a size 512x512x128 without problem (though the framerate will slowly die, its under 30 then, depending on how far i can see). But if i go bigger, i get OutOfMemory exceptions. So i am wondering how they do it in minecraft, hmm. EDIT: hmm i was just thinking. Since i can't create a bigger array at runtime (due to memory problems), i think i need to generate the level as textfile and save it. This one can be as big as it wants to be. And then ingame, i will cut out the surrounding worldchunks from that file, like 128x128x128 blocks or whatever and only use those sub-world arrays for the current one. When i am about to leave a field, i will re-load the map with the new coordinations (i've noticed how minecraft almost stops at certain map points, i bet they re-calculate the current map too). This could work, i dunno. What do you guys think? Do you have any idea?
Last edited by Captain_Kiyaku; 10/04/10 02:46.
My Blog"Tag und Nacht schrei ich mich heiser, Wind weht alle Worte fort, Tag und Nacht schrei ich mein Krähenwort!"Subway To Sally - Krähenkönig
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Re: Let's Play Minecraft!
[Re: Damocles_]
#343199
10/04/10 12:33
10/04/10 12:33
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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awesome! and with realtime shadows... To increase the framerate: [...] captain kiyaku already does that. even i already did it in my experiment. it wouldn't make sense to generate faces that never can be seen. yes, using a big array is no good idea. better store the voxels directly with the mesh chunks and write some dynamic chunk manager. then you also can more easily create new chunks if the player moves towards the current boundaries of the world. but with a world as big as the surface of the earth i wonder about floating point precision issues. probably the player somehow would have to be moved to the coordinate origin again after a while to avoid problems. without him noticing.
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