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Author Topic: nCraft (3D minecraft-like game for the nspire) -  (Read 14660 times) Bookmark and Share
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« Reply #60 on: 18 April, 2012, 03:03:37 »
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No way.... If this gets good, this could be INSANE!!!!
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« Reply #61 on: 18 April, 2012, 03:06:51 »
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EPIC!
I want download
« Last Edit: 18 April, 2012, 03:07:34 by annoyingcalc » Logged

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« Reply #62 on: 18 April, 2012, 03:07:43 »
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Since I finished my lua projects (Gravity guy and nSpaint), I can focus on nCraft...
I got a simple world generator (I will improve it later) It looks like this :


And do you think that I should make iron/coal/gold/diamond more rare? For now it looks like this :

(I did not display the stone)
Iron is grey, gold is lighter, diamond is the lightest shade of grey and the black floor is bedrock.
I dont see pictures?
Seems like servimg is down right now.
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« Reply #63 on: 18 April, 2012, 04:14:10 »
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* shmibs can't wait to see what new stuff is in these screenshots.

by the way, the formal term for displaying only visible polygons is occlusion culling, which might be helpful in finding relevant articles. also, a method you could use is pre-determining what polygons are visible from certain sectors in a map and storing that in along with the map data, rather than trying to calculate it in real time. that wouldn't be much help for dynamic terrain, though...

edit: this is probably just going to be me ranting, and not be of any actual use, but i had an idea while walking home just now that would be perfect for a 'closed rooms and corridors' shooter like doom. instead of storing the map data in a giant 3d grid, it could be stored in sectors, each sector with its own map of polygons that are to be drawn while the player is within it. por ejemplo:
if you had a 2d map for a raycaster, instead of using the conventional method, it could be broken up into sectors, like so:


and then each sector would be stored separately and consist of all the blocks that are potentially visible from within its X,Y region of the total map. here are sectors 1-3:
   

as you can see, some sectors can be a lot larger than others. however, it would be easy to minimise such areas when designing the maps by making sectors room-sized, and things like that. additionally, all the white space would make compression pretty easy =)
« Last Edit: 18 April, 2012, 05:12:43 by shmibs » Logged



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« Reply #64 on: 18 April, 2012, 04:58:58 »
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From what I remember, one screenshot showed plain gray cubes that seemed to be able to rotate and it also appeared to support polygon sorting, as in superposed cubes. Cheesy
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« Reply #65 on: 18 April, 2012, 05:37:52 »
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I really want demo
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« Reply #66 on: 18 April, 2012, 05:50:11 »
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@Shmibs would that work well for a Minecraft-type game where the overworld changes constantly?
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« Reply #67 on: 18 April, 2012, 05:52:27 »
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you'd have to have some way of dynamically updating all the separate sectors, that contain a certain block, so not realistically, no. like i said:
Quote from: shmibs
this is probably just going to be me ranting, and not be of any actual use
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« Reply #68 on: 18 April, 2012, 05:55:41 »
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Ok I see then.
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« Reply #69 on: 18 April, 2012, 12:11:36 »
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Wow... That's a lot of posts !
Thanks for the support Smiley

This looks awesome Chockosta! how big will be maps? Glad you're still working on this. Smiley
The total map is 100*100*40 (400,000 cubes !)
I display a chunk of 24*24*24 around the player. (with scrolling)

[nice ideas]
Your idea seems nice, but I think it's more adapted to a raycasting 3D engine... Because with nCraft, the sectors could get way too big.
Moreover, DJ is right, it would be hard to update sectors.

EPIC!
I want download
I have to get CX support, and then, I will put a download. (Even if it would be pretty useless without the possibility to add/remove blocks)


Oh, and sorry for using servimg, I should find another image hosting website.
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« Reply #70 on: 18 April, 2012, 13:08:08 »
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Quote
Oh, and sorry for using servimg, I should find another image hosting website.
imgur.com
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« Reply #71 on: 19 April, 2012, 02:28:38 »
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EPIC!
I want download
I have to get CX support, and then, I will put a download. (Even if it would be pretty useless without the possibility to add/remove blocks)
.
still I like the generator
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« Reply #72 on: 28 April, 2012, 16:21:26 »
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Hello everybody !

I have problems with color support, and I would need your help...
I have to change my buffer from uint8_t* to void*.

But in a function to change a pixel, I have to cast a void* value to an uint8_t if the screen is in 4 bpp mode.
So I tried :

1
2
3
4
5
6
function setPixel(void *buffer,int x,int y,int color)
{
    //...
    uint8_t px=*((uint8_t *)buffer[pos])     //pos is an int
    //...
}
But gcc does not like that... What should I do instead?
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« Reply #73 on: 28 April, 2012, 19:53:50 »
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You should probably ask your question in the C or Ndless section later too if you don't get any reply here, since more people who can help might see it in an help section.  Smiley
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« Reply #74 on: 28 April, 2012, 22:55:26 »
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Great work so far! Cheesy I'm not too sure about that C question... maybe one of the C experts could help.
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