Cubyz
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Voxel sandbox game with a large render distance, procedurally generated content and some cool graphical effects.
I currently don't use the alpha component of my f16 frame buffer. (The fog no longer needs it) Using it would probably cost nothing on most hardware, so I could...
Compute shaders are just simpler to use and in theory could be slightly faster. Additionally compute shaders give more control over the data traversal which can improve caching: https://computergraphics.stackexchange.com/questions/9956/performance-of-compute-shaders-vs-fragment-shaders-for-deferred-rendering
Even with #111 I think it's worth it to explore procedural generation for texture or model generation. Entity models could be generated in an evolutionary process. The following variables might...
Procedural ore generation, as seen in the java version of the game, is boring and has no actual purpose. Looking back on it now, I think that intentional design beats...
This would make uniform loading simpler, and potentially less error prone? Also this is a pre-requisite for #101. This can be done with `layout(location = 42) uniform ...` or `layout(binding=42)...
I would love it if other games had this option. My monitor is often too big for my integrated graphics card, which makes games lag and sometimes even setting all...
Basic idea: Register some monitors(I think that's what they are called) for each file that was loaded. When a file changed there is two options: 1. I could trigger a...
I've got lots of random functions that I keep copying from one shader to another. `#include` would be a great help. Since this is not necessarily supported by all drivers,...
OpenGL 4.5 offers direct state access which would make the game more robust against unintended OpenGL state changes. OpenGL 4.6 offers SPIR-V support which ~~might improve shader optimization~~(edit: it seems...