Missing Effects//ParticleEffect in Content Directory

Tried to compile the TechCraft 4.0 project, not the NewTake. And it was giving me file not found for the ParticleSystem ParticleEffect content file.

Id #17 | Release: None | Updated: Jul 8, 2012 at 1:31 AM by Squizzle | Created: Jul 8, 2012 at 1:31 AM by Squizzle

New tree build ( so it's dirty but maybe good if edit something )

Here the code : NewTake.model.terrain.SimpleTerrain.cs public virtual void BuildTree(Chunk chunk, byte tx, byte ty, byte tz) { // Trunk byte height = (byte)(4 + (byte)r.Next(...

Id #16 | Release: None | Updated: Nov 25, 2012 at 1:26 AM by sadovsf | Created: Oct 5, 2011 at 3:39 AM by namkazt

NewTake - Out of Memory Exceptions

Hello, Thanks for your hard work thus far, the project is looking really cool. You are probably already aware of this, but just in case: OutOfMemoryException - Scenario 1 To produce the err...

Id #15 | Release: None | Updated: Sep 11, 2012 at 4:33 AM by Squizzle | Created: Apr 29, 2011 at 1:03 PM by DarrellTunnell

Stop water at the edge of the world

Apparently creating water at the edge of the map is a bad idea. It flows off the edge and into oblivion; which in turn has a nasty affect on the performance of the app.

Id #14 | Release: None | Updated: Sep 11, 2012 at 4:33 AM by Squizzle | Created: Apr 28, 2011 at 4:12 AM by pmenefee

occlusion culling

<@BamYazi> re. occlusion culling - slaihne uses 6 vertex buffers per chunk - one per each face direction, then each frame you only submit the vertex buffers for visible faces. I can see this work...

Id #13 | Release: None | Updated: Sep 11, 2012 at 4:33 AM by Squizzle | Created: Apr 11, 2011 at 6:43 PM by Enomi

further buildVertexList optimizations

<raistlinthewiz> i've a suggestion on your chunk-renderer Y-optimization <raistlinthewiz> though still not tested <raistlinthewiz> so as of right now for a given chunk it finds top-solid block an...

Id #12 | Release: None | Updated: Sep 11, 2012 at 4:55 AM by Squizzle | Created: Apr 11, 2011 at 6:42 PM by Enomi

use relational coordinate and let real position calculated in HLSL?

[13:24] <raistlinthewiz> why not we just store the relational coordinate and let real position calculated in HLSL? [13:25] <raistlinthewiz> i did not tried this on my own but know someone who did ...

Id #11 | Release: None | Updated: Apr 6, 2011 at 6:50 AM by raistlinthewiz | Created: Mar 31, 2011 at 6:01 PM by Enomi

3D infinite world

With a 3D sparseMatrix , currently world.Y always = 0 and chunkheight = 128 . May not be too difficult, but may hinder performance => needs the performance measurement system in place

Id #10 | Release: None | Updated: Apr 1, 2011 at 1:02 AM by amacgregor | Created: Mar 31, 2011 at 2:37 PM by Enomi

Implement performance measurement facility and performance unit tests

reimplement the old FPS counter and graph statistics + something new dumping all interesting timings to a file

Id #8 | Release: None | Updated: Sep 11, 2012 at 4:56 AM by Squizzle | Created: Mar 31, 2011 at 2:19 PM by Enomi

Water flow

if possible water should really flow = remove blocks on the opposite side or decrease a lake level, not just spawn new blocks.

Id #6 | Release: None | Updated: Nov 25, 2012 at 1:24 AM by sadovsf | Created: Mar 31, 2011 at 2:12 PM by Enomi

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