Now that i've built a new and improved faster engine, i'm gonna bring back my Menu, my player class, and add in lighting support with a day and night cycle... I had some problems to figure out for speeding this up, but finally did it... And actually, to be honest with yall, it could be faster... Incase you know about OpenGl, each chunk has it's own batch, and the way i'm adding my quads, is 1 face at a time... Some people would say the reason for a texture atlas, is cause of the problem of not being able to use multiple textures on the single set of data we added to the batch... Of course, but i am doing every face individually, but still using an atlas... hmmm... why would i do that? we with all the chunks that i'm rendering, i don't want a slow framerate from all the texture bindings for every single face... that would be slow as hell... but using a texture atlas has a problem... MIPMAPPING! without mipmapping, everything is pixely... but when we use mipmapping, the adjacent tiles in the atlas leak over... cause of how mipmapping works... so i had to resolve this by making borders in the atlas i generated with my texture files...
Minecraft in Python (Update Video) - YouTube | |
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Gaming | Upload TimePublished on 8 May 2016 |
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