Closed bztsrc closed 5 years ago
p, q are chunk coordinates. Each chunk is 32x32 blocks in the flat plane: https://github.com/fogleman/Craft/blob/master/src/config.h#L51
To darken blocks you'll probably need to tweak the block fragment shader: https://github.com/fogleman/Craft/blob/master/shaders/block_fragment.glsl
These constants define how many chunks around the player are loaded, rendered, etc: https://github.com/fogleman/Craft/blob/master/src/config.h#L47-L50
Hi,
Those answered all my questions, so I close this issue.
I'd like to say I like your code stile very much. Dependency free as much as possible, no bloat, just the essence. Only if there were a few more comments or an API.md doc, it would be perfect! Thank you very much sharing your code with the world!
Thanks, bzt
Hi,
First I'd like to say this is pretty amazing piece of code, I like it! Although there aren't a lot of comments in the source, so I have a few questions if you don't mind.
How does p, q relate to x,y,z in world.c, create_world()?
If I want to make blocks without light source darker, how can I do that? I mean blocks with sunlight and near a shining block is perfect, but those underground without any light are way too bright.
How does the code handle the size of generated world around the player? How can I make it bigger or smaller?
How can I change how much world is rendered around the player?
(Right now it seems that generated and rendered world size is the same. What I have in mind is having a bigger world generated than rendered, so that I can place entire structures into the world without the need of partially rendering them. Let's say the biggest structure I have is 16x16 in size and we render 32x32 blocks around the player, then I'd like to generate 48x48 blocks around the player. How can I do that?)
Thanks!