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Voxel sandbox project in Rust

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Playform has gotten noticeably laggy. Improve the terrain gen speed, framerate, and load speed.

Switch over the graphics stuff to use Glium. It's not likely to be a bottleneck.

internal

E.g. dual marching cubes, which seems to generate fewer polys for the same space. https://swiftcoder.wordpress.com/planets/isosurface-extraction/

[These](http://procworld.blogspot.ca/search/label/Tree) are super useful. - [x] Basic trees (d47514bbe5c425a46b0e693971d95a109bf177d4) - [x] Branches (ecdbf6b9939c26761ea3f1d7e553723f74b3426a) - [x] Better leaves (even several smaller spheres would be fine for now) (ecdbf6b9939c26761ea3f1d7e553723f74b3426a) - [x] A...

aesthetic

First off, we just want to apply a texture in a seamless way to the extracted mesh ([this](http://procworld.blogspot.ca/2013/01/introduction-to-wang-tiles.html) is a good read). Next, we want to be able to UV...

functionality
aesthetic

When a client disconnects, remove the corresponding player.

functionality

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