Lili

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And a recommendation, use the client code for abstraction because is more updated than the server ones.

I already have implemented this time ago but I dropped the system (I don't remember why) but I think that using this with the API will make things easier for...

I see an error with the removeChunk in the reworked Dimension class, due to the queues are processed in a secondary thread, the chunk's dispose is causing exceptions due to...

In client's Dimension class. Line 450, the `if(old !=null)` call the removeChunk but this code is running inside the queue thread so when removeChunk calls `chunk.dipose();` starts to throw exceptions.

No, because removeChunk is called from addChunk when replacing an existing one.

Yes, I'm busy but at least see one time by day the fork and looks really good. Yea, the biggest issue of Kryo is that needs an instance per thread...

Mmm... Let's drop Kryo, if you want pull the NBT implementation, when the PR is ready I will start rewriting the networking (uses Kryonet, like Kryo but for networking). Edit:...

Read about it but never tested, the Tessellator is very flexible so I think that will be easy to implement. In performance test I did with the Deferred Shading disabled...

To be simple, the Tessellator is used to create 3D meshes, from a simple cube to practically anything. It provides a simple API to define vertices, normals, texture coords, etc......

That might require some changes but nothing complex, just add some stuff when render occurs (load translation, rotation and scale) and allow to change the type of VBO (Static or...