Zeke Foppa

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The code here is also nowhere near nice. Lots of tech debt :). I'm sure I'll find my own pain points with unity, but rust is so immature that just...

In general we want a threading/scheduling mechanism that lets us say at least: - X thread can't be starved for much longer than T - X thread is more important...

It looks fine, but there's not really any GUI right now, so I can't think of where you'd add it?

Why not just `let _fps`? `println` every frame is a lot of output. Playform doesn't use piston; it would just be migrating to glium from straight OpenGL. I haven't looked...

Oh good point, I'd entirely forgotten about that. I was using piston for a little while, but I was only using little things, so I moved away from it.

Clouds as of 22e3afbd5fb1961475c656d8a529a3773264f979

Sun in 9b4c188aca4bc848208f0a8438d5d51806c87f01

Needs a better / more realistic progression of colors across the sky. Something like http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html

Maybe no block should generate polys that cross its edges, and instead we should run seam fixing code between _any_ two adjacent blocks, regardless of LOD.