Kevin Reid
Kevin Reid
Among the reasons this is nontrivial: * we want a schema that provides for future extensions or explicit versioning * `Universe` is a graph structure that may contain cycles *...
Currently, `all-is-cubes-wasm` is a member of the main workspace. This is inconvenient, because it has dependencies that won't compile on desktop platforms, and other packages have dependencies that won't compile...
This serves two purposes: * Deploy a fully optimized build, w/o affecting debugging * Don't run `cargo-about` unless we need the license info to make a release build
It should be possible to build the workspace without necessarily running the wasm build. Use cases: * Build without requiring `npm` and `wasm-pack` tools. * People may wish to build...
All is Cubes’ predecessor took an approach where blocks _contained_ (in their voxel space) “circuits” made of blocks that were functional programs defining their behavior. This was neat because it...
Right now, the relationship between `Character` and its `Space` is one-directional: the `Character` defines a camera-position which is, by its own efforts, affected by gravity and collision with the `Space`....
When the character collides with a small bump in the ground, it should be shifted upward instead of stopping, so that voxel “slopes” can be climbed without jumping. (Possibly we...
Right now, when using mesh-based rendering, only the outer surfaces of transparent shapes are rendered. This is a compromise to avoid ludicrous numbers of triangles. The way I intend to...
For interactive use, there is no actual benefit to `SpaceMesh` keeping a copy of the mesh data (of opaque triangles, at least), since it's always copied out to the GPU...
At low framerates (or possibly only on web builds) the Animation demo glitches out and displays the wrong texture on a block. We're supposed to prevent this by keeping texture...