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Voxel sandbox project in Rust
OS: ArchLinux with Linux 5.11.11 Cargo version: cargo 1.51.0 Rustc version: rustc 1.51.0 Error: ```error: the legacy LLVM-style asm! syntax is no longer supported --> /home/user/.cargo/registry/src/github.com-1ecc6299db9ec823/raw-cpuid-2.0.2/src/lib.rs:48:9 | 48 | asm!("cpuid"...
I updated the use of traits to use the now required `dyn` keyword
1) Upon trying to `cargo build` latest master branch I get: > Package `collision v0.10.0` does not have these features: `eders` 2) Out of curiousity I removed that feature-demand and...
When trying to start the game, I get the following console output: ``` cargo run --release ``` ``` dyld: Symbol not found: __cg_jpeg_resync_to_restart Referenced from: /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO Expected in: /usr/local/lib/libJPEG.dylib in...
I had some issues building this because of portaudio on macos today. It might help uptake to add these steps to the readme, as simply adding portaudio with homebrew is...
http://www.markmark.net/PDFs/RTClouds_HarrisEG2001.pdf https://engineering.purdue.edu/purpl/level2/papers/scaclouds.pdf http://freespace.virgin.net/hugo.elias/models/m_clouds.htm
Depth fog density should depend on the altitude that the ray travels through. That would unify the depth fog constants for clouds and terrain.
The relationship between walk speed, jump speed, chunk size, biome scale, etc is weird. It would be easier to think about if they all mapped nicely to real world coordinates.
They can still be requested/delivered in blocks if there are performance motivations, but less of the code should care about the concept of terrain blocks/chunks, and care only about voxels....