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The shadow effect in that image is created with rays and is somewhat imperfect. When calculating the light for each face, I check to see if the face of that block has line-of-sight to the center of the block containing the torch. The line-of-sight check is performed with a ray cast. If the block does not have line-of-sight, the amount of light is reduced by ...


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I don't believe you can do this with simply loading certain layers because of the problem of transitions. My inclination would be to store some metadata with each chunk: 1) Is the block entirely air. If so there's no need to render it. 2) For each face of the block is it opaque. An opaque face means you do not need to consider the next chunk. (Note, ...


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What you need to consider loading/creating one chunk above and below the surface in any given stack when the player is on the surface, so your generation algorithm needs to worry about stacks at the top level rather than chunks... when the player is below ground one above and below the current chunk level is fine. To clarify, a stack is a vertical column of ...


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What you can do, is, making a chunk 256 high in y-direction and divide it into 16 sections, each being 16 blocks high. You then generate the data for the chunk, and build the geometry inside the sections. One advantage would be, that you have access to the data of a complete chunk, which makes it easier to access the data above and below a section. This ...


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I've got three comments: Pathfinding, etc, should be tree-aware Checking to see if a block is loaded is cake The client and server will handle unloaded data differently Tree Aware You've mentioned that you're storing data in 16x16x16 chunks. Pathfinding and world interaction should operate on those chunks (in addition to their contained blocks). For ...


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I would mention a few specific games (such as Stonehearth, which is where most of the Qubicle character images come from) but there are a ton of games, art (e.g. on DeviantArt), demos, movies, etc that use different styles. Hence, I suggest an image search. Search for voxel characters, blocky characters, and "qubicle" characters. (Yes, put "qubicle" in ...



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