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Update 6/22/13
Topic Started: Jun 22 2013, 03:58 PM (157 Views)
Lucas
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Chief Programmer

Hello everybody,

This week, some very good advances were made with NB. The first think I worked on was redoing the chunk system and tweaking all related systems (world, terrain, brush, etc). While it took re-organizing and recoding 2.5k lines of code, everything is now oriented on a chunk system that is much more effective than the last chunk system. While redoing the chunk system, I made multiple small improvements throughout the world generation code, removed the shader noise code (obsolete), and greatly improved elevation noise generation and storage.

Once the chunk system was reworked, I did a bunch of debugging, bug fixes, shader fixes, and removed lots of old debug code. Then I took a break from the chunk system and went on to get models to represent angular properties, such as angular rotation, velocity, and acceleration. Afterwards, I went back to the chunk system and reworked the brush system to work with the new chunk system setup. Some more bugs were fixed, and more improvements were made throughout the brush and terrain system.

For this week, I was able to solve two very large and difficult problems: the old chunk system was shit and the brush system updated all brush chunks when new terrain chunks were loaded. Both problems were solved in the complete rework of the chunk system.

For this week, there are still some items on my lists that I need to work on, but I am also going to be working on a basic farming system aswell, since I am already deep in the terrain code :P So my list of things to do are as follows:

Small things:

  • Farming system
  • Texture LOD
  • Efficiency of Brush system decreases as brush types increases. Find a way to batch VBO's more efficiently per chunk.
  • Better separation and transition between God Mode and Player Mode (i.e., player model will only render/have calculations done to it when in Player mode)
  • Sky Sphere efficiency upgrade (move from display list to VBO)
  • Do once-over on brush system and fix any and all bugs
  • Build vegetation system (based on brush system)


Large and difficult things:

  • Normals for the edges of chunks are incorrect. Find a way to correct them that doesn't take 5 minutes to compute.
  • Moving diagonally causes the chunk-loading queue to back-up to the point of eventually crashing the game.
  • Figure out how to do efficient and fast object serialization in C++ (2 lines of simple code in Java, a taunting task in C++ :/ ). When implemented, will allow for a super-fast and efficient save/load system to be implemented
  • Model library for referencing model data more efficiently
  • VBO "Builder" (WIP)


Till next week ;)
View the progress of the game here!
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