I added drone crafting, and improved control logic for drones. He now locates stones paths to them to pick them up. Requires a drill then digs down to a specified depth and strip mines.
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Made a few rendering improvements, and now I can render much larger areas at a respectable frame rate.
Changes :
+ Improved rendering management
+ Improved world Storage by flattening octree to linear
arrays
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Added a block selection menu and Perlin Noise based
terrain generation. +Fixes to text render, main menu rendering, loading screen, and debug menu rendering time monitoring.
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Improved My Entity's quite a bit. Added these little floating guys called puffs, Added shadows, and improved clipping issues.
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Added walking animation, render blocks occluding the player, and some movement physics modifications. Want to add a shadow under the entity next. #IndieGameDev#indiedev#programming
Done lots of work on the rendering engine and starting on a player entity. It can move around the world and be stopped by blocks.
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Created a hash map for chunk storage and retrieval, this allows for the re-adding of chunk rendering in a more elegant way. Also now chunks around the mouse are constantly being re rendered every frame. Improving building.
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Added a lot, got block placement working, added Text renderer, UI elements like buttons and windows. You can build and place blocks. The C engine is running very quickly and takes very little computer resources.
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Working on player mouse input and custom windows. Got windows working pretty good, but mapping the mouse inputs to isometric world is much more difficult then you would expect.
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Added a chunking system, So you can load larger worlds. Although for the world to be infinite I need to request terrain generation at newly rendered chunks
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