playform
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Voxel sandbox project in Rust
Playform has gotten noticeably laggy. Improve the terrain gen speed, framerate, and load speed.
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...
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...
When a client disconnects, remove the corresponding player.
Let's add information to the timing output that tells us what percentage of total program time is spent in each area.
Add a noclip mode switch, where space/shift move the player vertically and gravity is disabled
"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