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  1. Embed this notice
    Drew DeVault (drewdevault@fosstodon.org)'s status on Thursday, 31-Oct-2024 06:51:54 JST Drew DeVault Drew DeVault

    It took me a long time to realize that the "temperature" that goes into the sky color calculation was not the "temperature" of the biome itself but rather the "temperature" of the noise function that Minecraft uses to pick the biome. Also it's *not* HSL, it's HSV.

    In conversation about 8 months ago from fosstodon.org permalink
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Thursday, 31-Oct-2024 06:51:53 JST Drew DeVault Drew DeVault
      in reply to

      Today: edge cases galore and little else

      (Actually I also did some lighting refactoring)

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/397/306/799/052/581/original/41d73756f21216ce.png
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Thursday, 31-Oct-2024 06:51:53 JST Drew DeVault Drew DeVault
      in reply to

      Same location rendered by betamine and Minecraft, the latter with "fancy" graphics and "smooth lighting" (ambient occlusion) disabled

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/397/318/223/192/879/original/ad8b14268316c820.png

      2. https://cdn.fosstodon.org/media_attachments/files/113/397/321/018/028/416/original/c55fe3165c955c92.png
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Thursday, 31-Oct-2024 06:51:53 JST Drew DeVault Drew DeVault
      in reply to

      This one was annoying for sure

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/397/808/345/963/120/original/6eed873500fe3f90.png
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Thursday, 31-Oct-2024 06:51:53 JST Drew DeVault Drew DeVault
      in reply to

      Also annoying

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/398/443/264/029/368/original/99c4ef872fc84449.png
      Haelwenn /элвэн/ :triskell: likes this.
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Thursday, 31-Oct-2024 06:51:54 JST Drew DeVault Drew DeVault
      in reply to

      Anyway the sky colors are much more faithful to Minecraft now.

      In conversation about 8 months ago permalink
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Thursday, 31-Oct-2024 06:51:54 JST Drew DeVault Drew DeVault
      in reply to

      More faithful sky rendering

      Still missing stars, though. Next step is to update the terrain lighting along with the day/night cycle

      In conversation about 8 months ago permalink

      Attachments


    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Thursday, 31-Oct-2024 20:43:54 JST Drew DeVault Drew DeVault
      in reply to

      Some stuff to look forward to nearish term:

      - Models for stairs, "twoquads" (e.g. flowers) and "onequads" (e.g. ladders)
      - Animated textures
      - Finalizing the lighting system and day/night cycle
      - Stars in the night sky
      - Particle effects for e.g. torches

      After that it will probably make sense to pause rendering to flesh out the chunk manager and connect it to a server

      In conversation about 8 months ago permalink
      Haelwenn /элвэн/ :triskell: likes this.
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Thursday, 31-Oct-2024 20:43:55 JST Drew DeVault Drew DeVault
      in reply to

      Lots of Real Work to do today so no betamine updates unless I clear my plate

      In conversation about 8 months ago permalink
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:08 JST Drew DeVault Drew DeVault
      in reply to

      Implementing Minecraft beta 1.7.3 from scratch in #harelang, day 7, browsing Dialko's survival world:

      https://www.planetminecraft.com/project/beta-1-7-3-survival-world/

      Code: https://git.sr.ht/~sircmpwn/betamine

      In conversation about 8 months ago permalink

      Attachments


      1. No result found on File_thumbnail lookup.
        ~sircmpwn/betamine - WIP - sourcehut git
    • Embed this notice
      Wolf480pl (wolf480pl@mstdn.io)'s status on Sunday, 03-Nov-2024 05:43:08 JST Wolf480pl Wolf480pl
      in reply to

      @drewdevault
      > beta 1.7.3

      that was a fine vintage

      In conversation about 8 months ago permalink
      Haelwenn /элвэн/ :triskell: likes this.
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:09 JST Drew DeVault Drew DeVault
      in reply to

      Terrain renderer's back, now integrated into a dynamic chunk manager!

      Watch that FPS counter drop like a rock -- there are still a number of performance improvements I have to do (e.g. frustrum culling) and chunks are never actually *un*loaded once loaded

      In conversation about 8 months ago permalink

      Attachments


    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:09 JST Drew DeVault Drew DeVault
      in reply to

      Added some key performance indicators to the debug overlay: (C)hunks rendered, (V)erticies rendered, and the ratio (V/C). The goal is to bring all of these number down.

      63M verticies is entirely too many for the scene shown here -- the tesselator needs to find more opportunities to reduce the V/C count, and frustrum culling needs to reduce the number of chunks rendered as well.

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/412/629/319/672/416/original/ab1a4518149f7f76.png
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:09 JST Drew DeVault Drew DeVault
      in reply to

      For culling I'm going to start with culling entire chunks but I have a few reasons to suppose that splitting chunks into 16x16x16 cubes would have performance gains in frustrum culling but also in a few other places as well, like re-tesselation when a chunk is changed (e.g. by placing/removing a block)

      In conversation about 8 months ago permalink
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:10 JST Drew DeVault Drew DeVault
      in reply to

      Instead of doing anything I said I would do today, I am working on reorganizing the code into something resembling an actual game, like moving the render loop out of main() and making the list of render layers and updated modules dynamic instead of hardcoded

      In conversation about 8 months ago permalink
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:10 JST Drew DeVault Drew DeVault
      in reply to

      Here's today's exciting screenshot, in which the terrain renderer is missing while a bunch of code is refactored to improve the world management and rendering pipeline

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/408/682/077/993/315/original/d95f1a21350152fa.png
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:10 JST Drew DeVault Drew DeVault
      in reply to

      No pretty graphics but here's today's improved Minecraft world format implementation

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/408/879/422/200/843/original/ee026fd0c516de6d.png
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:10 JST Drew DeVault Drew DeVault
      in reply to

      I am aware that some of those chunk coordinates are wrong and I have fixed the problem

      In conversation about 8 months ago permalink
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:11 JST Drew DeVault Drew DeVault
      in reply to

      Blender is broken in Alpine and let me tell you manually trial-and-erroring vertex positions and UV mappings in its absence is not very fun

      In conversation about 8 months ago permalink
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:11 JST Drew DeVault Drew DeVault
      in reply to

      Got the "twoquads" done

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/402/999/605/621/648/original/da511635e1c5722a.png
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:11 JST Drew DeVault Drew DeVault
      in reply to

      "FIRETEX!", my old friend

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/403/103/874/018/338/original/3a79a4a5f4f65c87.png
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Sunday, 03-Nov-2024 05:43:11 JST Drew DeVault Drew DeVault
      in reply to

      Had a lot of Real Work to do today so that's probably all for betamine today. Tomorrow I might do "onequads" (like rails and ladders) and set it up to fetch chunks from regions dynamically (and explore the whole world).

      In conversation about 8 months ago permalink
    • Embed this notice
      Drew DeVault (drewdevault@fosstodon.org)'s status on Monday, 04-Nov-2024 21:55:59 JST Drew DeVault Drew DeVault
      in reply to

      Back up to a more reasonable framerate with unloading of distant chunks and frustrum culling in place (note C is given as a ratio now)

      However, lots of verticies still need to go by making chunk tesselation aware of neighboring chunks (and not unconditionally rendering faces on chunk boundaries).

      In conversation about 8 months ago permalink

      Attachments


      1. https://cdn.fosstodon.org/media_attachments/files/113/413/536/414/747/696/original/95db2521bf59b56d.png

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