Timeline for How can I implement voxel-based lighting with occlusion in a Minecraft-style game?
Current License: CC BY-SA 3.0
17 events
when toggle format | what | by | license | comment | |
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Nov 7, 2011 at 5:19 | history | tweeted | twitter.com/#!/StackGameDev/status/133413220399595520 | ||
Nov 3, 2011 at 12:18 | answer | added | Bjorn Wesen | timeline score: 4 | |
Nov 3, 2011 at 7:39 | answer | added | Ilmari Karonen | timeline score: 2 | |
Nov 3, 2011 at 0:14 | vote | accept | CommunityBot | ||
Nov 3, 2011 at 0:14 | answer | added | user10835 | timeline score: 3 | |
Nov 1, 2011 at 11:44 | comment | added | Martin Sojka |
First: if (y < 0 || y > 127 || x < -8 || x > 16 || z < -8 || z > 16) -- why the "16", not "8"? Second: All these new Location(...) calls got to hurt for no good reason; why not change the method signature to recursiveLight(Location, byte) and add up() , down() , south() , west() and so on methods to the Location class to get the neighbours? Third: Use raytracing. Fourth: profile, profile, profile.
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Nov 1, 2011 at 11:29 | answer | added | Engineer | timeline score: 6 | |
Oct 31, 2011 at 22:00 | history | edited | user1430 | CC BY-SA 3.0 |
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Oct 31, 2011 at 21:30 | comment | added | user10835 | I am storing them in a array of "Blocks", and a Block consists of a enum for material, plus a metadata byte for future use. | |
Oct 31, 2011 at 21:25 | history | edited | user10835 | CC BY-SA 3.0 |
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Oct 31, 2011 at 6:32 | comment | added | doppelgreener | Can you post your lighting algorithm? (you ask if you're doing it badly, we have no idea) | |
Oct 31, 2011 at 2:23 | comment | added | Samaursa | How are you storing your Voxels? That is important to reduce traversal times. | |
Oct 31, 2011 at 0:28 | history | edited | user10835 | CC BY-SA 3.0 |
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Oct 31, 2011 at 0:28 | comment | added | user10835 | I did my math wrong. Sorry :P. Changing. But the reason why you need to go though so many is you have to "bubble out" from every block until you hit a light level greater than the one your setting. That means every block might get overwritten 5-10 times before it hits actual light level. 8x8x128x5 = a lot | |
Oct 30, 2011 at 3:58 | history | edited | Nicol Bolas |
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Oct 30, 2011 at 1:27 | comment | added | doppelgreener | Something is horribly wrong if you're doing 2 million blocks per chunk - especially since there's only 8,192 blocks actually in an 8*128*8 chunk. What could you be doing that you're going through each block ~244 times? (could that be 255?) | |
Oct 29, 2011 at 22:14 | history | asked | user10835 | CC BY-SA 3.0 |