Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (VoroneTZ, Quad, AndrewAMD), 936 guests, and 0 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 14 of 24 1 2 12 13 14 15 16 23 24
Re: Let's Play Minecraft! [Re: Joozey] #343147
10/03/10 23:38
10/03/10 23:38
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
@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 grin That ship is awesome, i wanted to do one too.

Building railroads is kinda useless, they are buggy in SMP smirk

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
Re: Let's Play Minecraft! [Re: Captain_Kiyaku] #343148
10/03/10 23:58
10/03/10 23:58
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
I know, I'm waiting for the day now that tracks work laugh.
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 laugh.


Click and join the 3dgs irc community!
Room: #3dgs
Re: Let's Play Minecraft! [Re: Captain_Kiyaku] #343149
10/04/10 00:01
10/04/10 00:01
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
BTW, would Ulillillia appreciate this game?
It kinda reminds me to his projects. laugh

Re: Let's Play Minecraft! [Re: Pappenheimer] #343158
10/04/10 01:56
10/04/10 01:56
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline OP
Senior Expert
Michael_Schwarz  Offline OP
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
Originally Posted By: Pappenheimer
BTW, would Ulillillia appreciate this game?
It kinda reminds me to his projects. laugh


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
Re: Let's Play Minecraft! [Re: Michael_Schwarz] #343159
10/04/10 02:01
10/04/10 02:01
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Okay here is a webplayer of the current version.



Link to Webplayer

NOTE: 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
Re: Let's Play Minecraft! [Re: Captain_Kiyaku] #343160
10/04/10 02:16
10/04/10 02:16
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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
Re: Let's Play Minecraft! [Re: Superku] #343161
10/04/10 02:37
10/04/10 02:37
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Thanks, glad you like it and that it runs smooth grin

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
Re: Let's Play Minecraft! [Re: Captain_Kiyaku] #343182
10/04/10 09:27
10/04/10 09:27
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
The world in minecraft is not simply a big 3D array of all
blocks.
The game uses a procedural generator to create the
surface on the fly.
This way you can create an infinitively big world, without
using up much memory.

Only the part wich was altered by the player in any way
has to be stored. (the delta / the difference)

So step 1: generate the terrain given the procedural formula
for the current region
step 2: alter the world by the stored changes (the actual 3D array that has to be saved)

Only do that for the visible regions.
When leaving the region, update the new regions,
and trash the non visible regions.

------

To increase the framerate:

You can esily create a visibility list:

To determine if a block needs to be rendered, you can use
a simple method:

For each block in the "chunk" section:

Look if the block has a solid block on EACH of
its 6 sides.
if yes, mark the block invisible.
It cant be seen from anywhere.

Glass/Water/empty blocks are not treated as solid blocks.
(You can even test this in minecraft when setting
the grass texture transparent)


Re: Let's Play Minecraft! [Re: Damocles_] #343199
10/04/10 12:33
10/04/10 12:33
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
awesome! laugh and with realtime shadows...


Quote:
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. laugh

Re: Let's Play Minecraft! [Re: ventilator] #343221
10/04/10 15:21
10/04/10 15:21
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Yes i've already only render faces that are actually visible (have no surrounding block).

Hm but my problem is to understand how you access the voxels if you don't store them into something. The objects itself have no colliders so i couldn't just trace for them.

Or maybe i should give new created 16x16x16 chunks a big cube collider and only if i do something to it (if i actually scan it and want to build or destroy), i will take its position into the array so i only store actually changed objects?

Hm i dont know.


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
Page 14 of 24 1 2 12 13 14 15 16 23 24

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1