Daniel Oaks

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I'm doing this on the `dynamic-db-blocks` branch. Work's not yet finished or properly working, but an in-progress diff is [available here](https://github.com/DanielOaks/Craft/compare/DanielOaks:dynamic_stuff...dynamic-db-blocks)

Whoo, almost finished with this, I think. It's inserting and creating the db caches successfully, from what I can see. I just need to work out where to put the...

Cool, this looks basically finished. I need to work out why `flag` was being applied in the worldgen, but the conversion and loading and all that fun stuff looks like...

Alright, this is working how I expect it to. I'll merge this into my branch and look at `flag`. **note:** This will probably bugger up worlds with existing custom items,...

Re the partial blocks and such, I've been thinking about switching from using the `tile_ids` struct in [src/item.c](https://github.com/DanielOaks/Craft/tree/master/src/item.c) to using something like `faces`, that actually defines how the 3d model...

We don't need to worry about migrating the repo or worrying about who will 'take it over'. That's why we have Github – so you can just fork it and...

The project uses GLEW and GLFW rather than SDL, so it shouldn't be anything related to that. I'll try it on my 10.9 box and see if I can replicate...

Hmm, quite a bit of the engine internals are pretty static, stuff like the item list and such. Not bad of course, just not as flexible as I'd like for...

Lua makes it extremely simple to link to native C code, and the package itself has been well-proven in many commercial and open-source games and application. Lua is also a...

Moonscript looks really interesting. Unfortunately I've not been able to do much work on this recently because of my job and other projects, but I'll definitely keep an eye on...