Kevin Reid
Kevin Reid
OpenGL calls the texture coordinates _s_ and _t_, not _u_ and _v_. Texture and texture coordinate generation code should be revised to match.
When a block is removed, it and its neighbors' light levels are updated, but the absence of the block means that a different set of rays are cast; this results...
Place a light source on flat ground, and the pattern of light immediately surrounding it has 180° but not 90° symmetry. This is not an intended result.
There a number of things which we could preload incrementally to avoid delays the first time the player takes an action. It would be nice to have a general framework...
The code is inconsistent in these issues: - ‘blockset’ or ‘blockSet’? **Fixed** - Is the element of a world's data array a ‘block’, a ‘blockID’, or a ‘value’? - Is...
The normal vector attribute is used as a flag indicating whether to perform lighting. This means that non-directional geometry (e.g. flat particles, circuit debug rays) cannot be lit. The “don't...
We have successfully used emulated 3D textures to render lit geometry. Try stuffing the entire world's lighting in a texture and doing the light-update raycasting inside a fragment shader; if...
There should be a way to interact with an existing block, triggering circuits in it. In Minecraft, this is done by right-clicking on a block; but this makes it impossible...
The UI should make it possible to - Create a new saved blockset. - Replace the blockset in a world. - Create a world with a unique (unsaved) blockset. ---...
The content of the [circuits manual](https://github.com/kpreid/cubes/wiki/Circuit-reference-manual) should be incorporated into the game. (Not necessarily as text; could be an exhibition world.)