Zeke Foppa

Results 153 issues of Zeke Foppa

Let's add information to the timing output that tells us what percentage of total program time is spent in each area.

internal
small

The terrain is all flatly lit at night. Add some moonlight!

aesthetic
small

Add a noclip mode switch, where space/shift move the player vertically and gravity is disabled

functionality
small

"Occlusion culling" means preprocessing your render data in a way that lets you not render large chunks of it. Voxels are particularly well-suited for this. http://procworld.blogspot.com/2015/08/voxel-occlusion.html

internal

The octree is a fixed size. Make it expand to fit whatever's inserted.

functionality

Think harder about the [vertex placement code](https://github.com/bfops/playform/blob/9d15d6019e8395ad638916e43823fd6e083dcfbc/server/terrain/generate.rs#L80-120). A sphere should look relatively regular.

aesthetic

We'll "lose" smaller details as we load lower LOD voxels, as described in [Procworld's lean trees post](procworld.blogspot.com/2013/08/lean-trees.html). Think about how to keep those details until they're no longer relevant.

functionality

We need to be able to generate lower-LOD voxels from higher-LOD ones. It doesn't matter when we're generating the voxels from a field, but it **does** matter once users can...

functionality
aesthetic

give things materials that include texture and lighting components

aesthetic