• Umbra Voxel Engine
    447 replies, posted
  • [img]http://cl.ly/1b1K2T1e0T0z36313I2B/Image_2011-07-24_at_5.13.26_PM.png[/img] [img]http://f.cl.ly/items/3C3z2Z06001y3I2J3s1G/Image%202011-07-24%20at%205.15.25%20PM.png[/img] Trying out some different seeds. Also, I enabled noclip and all the other stuff that was disabled. FishFlakes is a pretty good seed. [img]http://cl.ly/2T2M1y1F0C1E213z0C2r/Image_2011-07-24_at_5.18.43_PM.png[/img] Block editing is kind of funky. [img]http://cl.ly/3J1q2G0C1k0i121T0e38/Image_2011-07-24_at_5.23.12_PM.png[/img]
  • [QUOTE=ShaRose;31311269]t some different seeds. Also, I enabled noclip and all the other stuff that was disabled. [/QUOTE] What? How did you do that?
  • [QUOTE=sondre99v;31311832]What? How did you do that?[/QUOTE] Thats what happens when you let programmers loose with your programs :V
  • [QUOTE=sondre99v;31311832]What? How did you do that?[/QUOTE] I suppose he decompiled the exe
  • [QUOTE=Satane;31311934]I suppose he decompiled the exe[/QUOTE] All I did was change some ldc.i4.0 to ldc.i4.1 and vise versa. Decompile and recompile is messy.
  • [QUOTE=Satane;31311934]I suppose he decompiled the exe[/QUOTE] Now a days you dont even need to bother decompiling
  • The update dynamically option seems strange. It works, but only if you actually walk. If you are in noclip mode, it doesn't update the world, and viewing doesn't do it either.
  • [QUOTE=ShaRose;31312749]The update dynamically option seems strange. It works, but only if you actually walk. If you are in noclip mode, it doesn't update the world, and viewing doesn't do it either.[/QUOTE] Maybe they are going for a roguelike style
  • [QUOTE=ShaRose;31312749]The update dynamically option seems strange. It works, but only if you actually walk. If you are in noclip mode, it doesn't update the world, and viewing doesn't do it either.[/QUOTE] The world doesn't update in noclip, if it had it would be difficult to take screenshots of the world:v: What do you mean about viewing doesn't do it either?
  • [QUOTE=sondre99v;31312964]The world doesn't update in noclip, if it had it would be difficult to take screenshots of the world:v: What do you mean about viewing doesn't do it either?[/QUOTE] Suppose so. And I mean like in minecraft, where if you look at an unloaded chunk it will try and load it. Also, you might want to increase the max number of loaded chunks.
  • [QUOTE=ShaRose;31313195]Suppose so. And I mean like in minecraft, where if you look at an unloaded chunk it will try and load it. Also, you might want to increase the max number of loaded chunks.[/QUOTE] We limited the world-size for this teaser. There are 5x5x5 chunks there, we'll at least increase to 7x7x7. We also have some ideas for how to make the viewing distance "infinite"
  • [QUOTE=sondre99v;31313352]We limited the world-size for this teaser. There are 5x5x5 chunks there, we'll at least increase to 7x7x7. We also have some ideas for how to make the viewing distance "infinite"[/QUOTE] Yeah, I've been messing with that value as well. Also, digging is really annoying in this.
  • [QUOTE=ShaRose;31313940]Also, digging is really annoying in this.[/QUOTE] Thats why we disabled it:v:
  • [QUOTE=sondre99v;31314329]Thats why we disabled it:v:[/QUOTE] Did you notice that it depends on the direction for how it digs? [media]http://www.youtube.com/watch?v=lh3zYEMnlnM[/media]
  • [QUOTE=ShaRose;31314375]Did you notice that it depends on the direction for how it digs? [I]video[/I][/QUOTE] We've narrowed this down to a bug in the ray-AABB intersection method. If you know of a fast and simple algorithm, i'll be greatful to hear
  • [QUOTE=sondre99v;31316373]We've narrowed this down to a bug in the ray-AABB intersection method. If you know of a fast and simple algorithm, i'll be greatful to hear[/QUOTE] You could unproject the center of the screen, but that uses the depth buffer so it will get tricky with transparent things and different shaped blocks. could be worth a try though.
  • Why decompile or edit the exe, just import the exe and opentk then copy the content to your new folder. All you really need to run [csharp] using System; using System.Collections.Generic; using System.Linq; using System.Text; using Umbra.Engines; using Umbra.Definitions.Globals; namespace UmbraTest { class Program { static void Main(string[] args) { Constants.World.DynamicWorld = true; Constants.World.SaveDynamicWorld = false; Constants.Landscape.WorldSeed = "Vbitz"; Constants.World.WorldSize = 4; Constants.Graphics.AntiAliasingEnabled = false; Constants.Graphics.EnableFullScreen = false; Constants.Controls.CanPlaceBlocks = true; Constants.Controls.NoclipAllowed = true; Umbra.Engines.Main main = new Main(1000, 600, new OpenTK.Graphics.GraphicsMode(), "Umbra", OpenTK.GameWindowFlags.Default); main.Run(60.0, 60.0); } } } [/csharp]
  • [QUOTE=Vbits;31320873]Why decompile or edit the exe, just import the exe and opentk then copy the content to your new folder. All you really need to run [csharp] using System; using System.Collections.Generic; using System.Linq; using System.Text; using Umbra.Engines; using Umbra.Definitions.Globals; namespace UmbraTest { class Program { static void Main(string[] args) { Constants.World.DynamicWorld = true; Constants.World.SaveDynamicWorld = false; Constants.Landscape.WorldSeed = "Vbitz"; Constants.World.WorldSize = 4; Constants.Graphics.AntiAliasingEnabled = false; Constants.Graphics.EnableFullScreen = false; Constants.Controls.CanPlaceBlocks = true; Constants.Controls.NoclipAllowed = true; Umbra.Engines.Main main = new Main(1000, 600, new OpenTK.Graphics.GraphicsMode(), "Umbra", OpenTK.GameWindowFlags.Default); main.Run(60.0, 60.0); } } } [/csharp][/QUOTE] Eh, my way lets you keep the existing UI.
  • [QUOTE=sondre99v;31316373]We've narrowed this down to a bug in the ray-AABB intersection method. If you know of a fast and simple algorithm, i'll be greatful to hear[/QUOTE][url=https://github.com/danharibo/Opencraft/blob/master/source/World.cpp#L500]Here[/url] is my Ray -> AABB function, I haven't noticed any bugs with it but I've not had a chance to do any in-depth testing with it. On a completely un-related note, has anyone got any information about testing methods that are appropriate for games?
  • [QUOTE=danharibo;31322703][url=https://github.com/danharibo/Opencraft/blob/master/source/World.cpp#L500]Here[/url] is my Ray -> AABB function, I haven't noticed any bugs with it but I've not had a chance to do any in-depth testing with it. On a completely un-related note, has anyone got any information about testing methods that are appropriate for games?[/QUOTE] Thanks, we'll look into that. To ShaRose: The options were only disabled because we are still experiencing bugs with them. You can enable them if you want, but there is no reason to report bugs with the disabled options. And also: I'm experimenting with shaders for older graphics cards, and debugging with Nvidia. I will hopefully determine the source of the problem.
  • [QUOTE=Matte;31325969]The problem with Nvidia graphics cards is fixed![/QUOTE] Link?
  • I just got my new laptop, and it also has the error compiling vertex shaders. It has a Radeon HD 6470M, so it may not be just a nVidia problem after all. My luck is terrible...
  • New release! Will (hopefully) work on the machines of those who have experienced problems. [url]http://www.megaupload.com/?d=KOEKQWT1[/url] Also unlocked the seed input, so now the normal userbase (those who don't hack/decompile or whatever) can play with seeds as well. To the people who had problems: Please report back if the problem is fixed or not. :wink:
  • I get the same thing, im on an intel mobile thing tho Also can we get a dropbox link or something for the future :v
  • Does this like work? [URL="http://dl.dropbox.com/u/10414085/Umbra%20Voxel%20Engine.rar"]Download Latest Version[/URL]
  • It worked for me. Ugh.. I dont really like my own textures that much when they are downscaled like that
  • [QUOTE=juGGa;31326995]It worked for me. Ugh.. I dont really like my own textures that much when they are downscaled like that[/QUOTE] Great, then it seems the problem have at least been partly solved. And did you try out your own textures? Because the ones in the engine as of now are the minecraft ones.