UnknownShadow200
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728785ed6c
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Fix non 32bpp terrain atlases crashing the client, remove some leftover debug stuff.
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2015-10-03 06:57:20 +10:00 |
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UnknownShadow200
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69e23c88e1
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Separate various aspects of 'Game' class into own separate classes.
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2015-10-02 16:03:55 +10:00 |
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UnknownShadow200
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1740631f17
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Simplify linux backend, use core vbo functions if running >= 1.5 opengl.
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2015-10-01 18:10:22 +10:00 |
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UnknownShadow200
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0979c0597e
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Fix translucent blocks, fix clipboard crashing the client.
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2015-09-30 13:49:37 +10:00 |
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UnknownShadow200
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976db7a487
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Some cleanup, simplify readme.
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2015-09-30 08:33:35 +10:00 |
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UnknownShadow200
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6c69baeb38
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More physics (still to go: saplings)
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2015-09-25 20:21:05 +10:00 |
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UnknownShadow200
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82d4f8b93a
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Fix issue with water level being below 0, leaves should not be skipped if they are not next to each other. (Fixes #47)
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2015-09-23 14:03:43 +10:00 |
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UnknownShadow200
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60b87b7a6f
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Client should draw blocks at map boundaries.
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2015-09-19 20:35:04 +10:00 |
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UnknownShadow200
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5fb2f45189
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Fix chunks not being refreshed properly when sunlight/shadowlight changes. Fix client raising EnvVariableChanged events even if new is equal to old, fixes #54.
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2015-09-07 06:29:11 +10:00 |
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UnknownShadow200
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d95272f4a7
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Read saved environment metadata from maps in singleplayer mode.
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2015-09-05 20:24:54 +10:00 |
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UnknownShadow200
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81906c75ed
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Mention in readme that you don't really need to turn off VSync anymore for faster chunk mesh building.
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2015-09-05 09:39:46 +10:00 |
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UnknownShadow200
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b6289b6b79
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Increase number of chunks built per frame if we can.
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2015-09-05 09:35:27 +10:00 |
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UnknownShadow200
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d053a3bf90
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Fix Direct3D9Api not building, print graphics info in more concise way and print adapter description for Direct3D 9. Fixes chunk visibility not being recalculated after terrain atlas size changes, closes #34.
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2015-08-30 06:48:53 +10:00 |
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UnknownShadow200
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dab0e31bfc
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More code XML comments.
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2015-08-29 11:54:55 +10:00 |
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UnknownShadow200
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0fe78fdf3b
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Use indexed drawing and stackalloc in StandardEnvRenderer.
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2015-08-04 08:33:00 +10:00 |
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UnknownShadow200
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1590664f68
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Make IGraphicsApi even more consistent.
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2015-08-04 07:17:20 +10:00 |
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UnknownShadow200
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749a1b0436
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Simplify API further.
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2015-08-04 07:03:20 +10:00 |
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UnknownShadow200
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efc7b0bfe6
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Use stackalloc to avoid allocating index buffer on LOH, remove Is<X> methods in IGraphicsApi and make IGraphicsApi more consistent.
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2015-08-04 06:32:12 +10:00 |
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UnknownShadow200
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dd2eb1105a
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Use single index buffer for all chunks. Very minor increase in performance, but does slightly reduce memory usage.
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2015-08-03 19:17:53 +10:00 |
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UnknownShadow200
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618ded14e0
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Add experimental optimisation of grouping vertices by faces, then skipping all vertices of a face if that face is always back facing. Improves FPS by 50 - 100 in some cases. On slower card, imrpvoed FPS by 5-30.
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2015-08-03 17:25:42 +10:00 |
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UnknownShadow200
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4cc1e27157
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Cleanup the solution - move the client's files and folders into their own folder.
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2015-07-25 06:45:14 +10:00 |
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