Richard Biely

Results 14 comments of Richard Biely

Current implementation of LoadChunks/LoadChunksSimple is rather rudimentary. There's a ton of things I can do to optimize their performance by a lot, many of which I already have planned in...

This is a known issue. An update shader / texture arrays are needed to make the texture repeat instead of stretch.

I know about these - work in progress

I'm afraid I won't be able to find much time to work on Voxe(lmetric) at least till the second half of the month. However, till then, you're always more then...

Thank you - the issue with faces should be fixed in b360998f559fe5922d260af9c23d2b36ce3e9a4b As for the connected block textures - I think it has always been there. It simply manifested now...

Well, what I'm saying is that I think changing the code is necessary. Textures as such can remain as they are. I will have to put some time into it...

The only thing that would do is improve your photoshop skills I'm afraid. The issue here is that texture indexes do not match texture data. I don't want anybody modify...

No real reason for it. The project is still very early on and some features will get polished over time. The current idea was getting something reasonable done that would...

Ability to properly use multiple CPU groups and also big.little architectures is one of the goals. Some groundwork has already been laid in 0.8.4 via introduction of task priorities (high...

Technically exists already. We can now define run-time tags because components are defined as entities now. ``` ecs::World w; ecs::Entity teamA = w.add(); // entity representing some teamA we made...