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Thread: Minecraft clone, improved graphics and GUI.

  1. #11
    Not a bot itsbth's Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    Quote Originally Posted by initrd.gz View Post
    Curses! I was starting to make one with Ogre3d!

    Anyway, you could check if the block is surrounded on all adjacent grid spaces, and if it is, not render it, because it would be impossible to see. (My friend's idea)

    Also, do module loading!
    That's probably too slow.

  2. #12
    Wire Sofaking feha's Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    Quote Originally Posted by Matte View Post
    I haven't gotten to that yet. Now it just draws everything :P
    Yes you have, I saw the vid, blocks behind other blocks wasnt rendered. And if a block was partly covered it was only partly rendered.

    Or do you put all polygons in a table, sort by distance and then render them, so the closest always get rendered last (and thus cover the old stuff)

  3. #13
    Wire Amateur M4T1A5's Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    This thing looks like Sauerbraten

  4. #14
    Not a bot itsbth's Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    Quote Originally Posted by feha View Post
    Yes you have, I saw the vid, blocks behind other blocks wasnt rendered. And if a block was partly covered it was only partly rendered.

    Or do you put all polygons in a table, sort by distance and then render them, so the closest always get rendered last (and thus cover the old stuff)
    You are confusing Hidden surface determination with Z-buffering.

  5. #15
    Wire Sofaking feha's Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    Hidden surface determination uses z-buffering.

    Or you mean he z-buffering but need hidden surface determination for performance boost (culling mentioned earlyer)?

    Also its very late here, so I am bound to make errors :P

  6. #16
    Not a bot itsbth's Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    Ugh. Link fail.
    Hidden surface determination - Wikipedia, the free encyclopedia
    I linked to Z-buffering because it's the de facto standard solution to the visibility problem.

  7. #17
    aka Colonel Never Online Colonel Thirty Two's Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    Quote Originally Posted by itsbth View Post
    That's probably too slow.
    Not if you cache the blocks that need to be drawn, and run the check for each adjacent block when you add/remove a block.

  8. #18
    I think I think too much -HP-'s Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    The music <3

  9. #19
    Developer Matte's Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    As of now, the engine is drawing all cubes, no matter where they are, XNA just sorts it by distance. This causes a lot of lag when dealing with a huge number of blocks, so suggestions on how to solve/work around this is appreciated.

    Rewriting the whole thing for readableness now. Thanks for all the suggestions, I really need ideas on how to solve the hidden surface determination problem.


    Quote Originally Posted by -HP- View Post
    The music <3
    You're the first one that noticed it. After compiling the video, I discovered that the line "The lunatic is on the grass" is very fitting in the first song :P
    "If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
    -- Niels Bohr

  10. #20
    Expressionism 2.0 Syranide's Avatar
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    Default Re: Minecraft clone, improved graphics and GUI.

    Quote Originally Posted by Matte View Post
    As of now, the engine is drawing all cubes, no matter where they are, XNA just sorts it by distance. This causes a lot of lag when dealing with a huge number of blocks, so suggestions on how to solve/work around this is appreciated.
    A number of things you can do:

    Separate rendering for different view distances... close up: accurate, far away: low resolution, very far away: approximate with points.

    Above mentioned solution to mark cubes that cannot be seen from the outside, however, noclipping through will be weird (noclipping makes optimizations harder). Especially if you only render visible surfaces, as most sides of the cubes will be hidden.

    It's important to realize that you need to batch rendering (vertex buffers) if you really want to it to be quick. Perhaps some kind of grid system where each cell is already cached in a vertex buffer.

    I do believe Minecraft uses occlusion queries to approximate which blocks that cannot be seen for the next frame, exactly how I don't know, probably testing by way of some quad-tree structure. Approximating occlusion is important for larger worlds, either create/approximate occluding surfaces when the world is modified or find some other way, or use the afforemented solution.


    Etc, etc, it depends a lot on how you intend for players to traverse the world, etc. Whether they will mostly walk on blocks, fly around... if the world will be based in caves, open areas, etc.

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