| Welcome to New Beginnings. We hope you enjoy your visit. You're currently viewing our website and forum as a guest. You can currently only read posts and are subject to ads. Join for free and you can have full access + have an ad free experience. Join our community! If you're already a member please log in to your account to access all of our features: |
| Update 1/12/13 | |
|---|---|
| Tweet Topic Started: Jan 12 2013, 02:22 PM (255 Views) | |
| Lucas | Jan 12 2013, 02:22 PM Post #1 |
|
Chief Programmer
![]()
|
Hello everyone ![]() A lot of progress was made this week, specifically with the generator. Firstly, since I had to fix the LOD algorithms anyway, I decided to double the length of chunks from 16 meters to 32 meters, thus quadrupling the size of a chunk. This increased loading and file size, but it is faster in the long run then having to open 4 times as many files. I also did a bunch of memory improvements to the generator that decreased the total memory consumption at any one time from 55 MB to 1 MB, making it faster in the process. After a few tweaks and bug fixes here and there, I resized the shaders for the terrain to work with the new chunk sizes. I also resized the LOD algorithms, as well as fixed the problems that occurred with the LOD algorithms when the generator was updated last week. I also applied the same logic involved with player movement to the smoothing algorithms of the generator, creating a 48% decrease in the time it took for the smoothing calculations to do their work, and a 38% improvement overall. Lastly, I made some more improvements to the generator, including a nice read-out of some important facts about the world to be generated, including world length and area in terms of chunks, megachunks, meters, and kilometers. For this week, I plan to implement one last performance boost to the generator that I believe will increase its performance and efficiency by about 90-95%. I also plan to, finally, work on getting player movement with the chunk loading/shifting/saving algorithms working again. The border system will be updated (its out of date by about 2 months now lol) and will be re-enabled. I also have a lot of clean-up I need to do throughout all of the code in the game, and need to improve the shader class by making it more general (currently is fixed for terrain shading only) so that it can be used to texture objects in the future. I should also have enough time to fix the player model in relation to its position, work on 3d selections, and work on making the vegetation models display more efficiently. Well, thats all for this week, see you guys later ![]() Pictures: Quadrupled world: |
|
View the progress of the game here! RockSplitStudios.com My Blog | |
![]() |
|
| Rozn | Jan 13 2013, 01:55 AM Post #2 |
![]()
|
*Yawn* Good to see its not dead
|
![]() |
|
| Lucas | Jan 13 2013, 12:54 PM Post #3 |
|
Chief Programmer
![]()
|
It will never die
|
|
View the progress of the game here! RockSplitStudios.com My Blog | |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Announcements · Next Topic » |








8:17 PM Jul 10