Timeline for LWJGL removing voxel faces that are not visible
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
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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 |