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Aug 22, 2022 at 3:51 comment added DMGregory The UVs are the Vector2s in your code: texture coordinates. Int3 is just 3 integers used to describe the position of a voxel. It looks like you're auto-calculatint your normals. If you don't have block types then all blocks are the same type and you can ignore block type distinctions. This specific optimization could be considered a kind of batching, but not one that uses a specific Batch rendering keyword.
Aug 22, 2022 at 0:19 comment added Solodobo Does a Batch rendering Have anything to do with this btw? @DMGregory
Aug 21, 2022 at 23:52 comment added Solodobo If by "porting" you mean translating to the lwjgl or interpreting to it, well I dont know how to do so. I dont even have the words "uv, int3, or normals" in my code, I dont have "block types". also some constructive criticism is welcomed, I know My code isnt great. But I also know its possible the way I have it I think Cause Ive made it this far. @DMGregory
Aug 21, 2022 at 23:27 comment added DMGregory What specific step did you run into difficulty porting to lwjgl?
Aug 21, 2022 at 23:15 comment added Solodobo So I tried understanding That and since Im really new at this especially at the lwjgl, Im not really getting much "lwjgl" terminology from it. If any thing, what I got from it is another way of doing it. not really on how to implement it on my own code. Just hoping for some enlightenment. @DMGregory
Aug 15, 2022 at 1:22 comment added DMGregory Have you tried implementing past answers about how to build chunks without internal faces?
S Aug 15, 2022 at 0:58 review First questions
Aug 16, 2022 at 14:44
S Aug 15, 2022 at 0:58 history asked Solodobo CC BY-SA 4.0