This might be a good idea to reduce the lag of visible blocks. I'll check what options XNA gives me for rendering quality.
Yeah, I will need to figure out how to do rendering when noclipping. I'm currently thinking of just not rendering the blocks the camera is inside, and treat them like air, so every adjacent block is rendered.
I'm definitely going to need something like that, for the game to be playable with many blocks, yeah. XNA has a VertexBuffer class, so I'll look into using that.
Currently, what I have in mind is somewhat like when generating a map with minecraft classic, just without the caves. I want the player to be able to choose between generating different natural looking worlds in addition to a flat gm_flatgrass like construction map.


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