I went ahead and rephrased much of the Game Design Principles to make
them clearer.
---------
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
Co-authored-by: Krzysztof Wiśniewski <argmaster.world@gmail.com>
Co-authored-by: IntegratedQuantum <jahe788@gmail.com>
This is a first attempt to get rid of of reference counting #1413
Basically all threads execute a global sync point, this allows
determining a time when all temporary resources (such as meshes on the
client side used in lighting on other threads) have been freed with 100%
certainty.
Remaining work:
- [x] Implement the sync point
- [x] Implement free lists and free the resources
- [x] Determine if this is worth it performance wise
- [x] Use this for chunk meshes
- [x] Remove reference counting and the locks on the chunk storage data
structure
- [x] Measure performance of gathering many light samples and compare it
with master → around 15% reduction in time
- [x] Cleanup some unused things (mesh free list)
For reference: https://github.com/ziglang/zig/pull/24329
some commits have been extracted from #1583, but the x86_64 backend has
been disabled due to its horrible performance.
Remaining work:
- [x] Wait for official builds on ziglang.org and upload them to our
repository
- [x] Add workaround for https://github.com/ziglang/zig/pull/24466
- [x] Fix TODO comment about ANSI support in stdout
- [x] Check for compile-time performance changes → it went from 13.1 to
11.9 seconds 🎉
This makes the DPS statistic more accurate and reduces the impact from
off-by-one errors as described in #1643fixes#1656
@ikabod-kee please check this out
## Description
This pull request implements binary storage for items to allow more
compact storage of inventories for ECS and block entities.
## Links
Depends on: #1494
Depends on: #1478
---------
Co-authored-by: OneAvargeCoder193 <mgiakimenko@outlook.com>
Co-authored-by: OneAvargeCoder193 <85588535+OneAvargeCoder193@users.noreply.github.com>
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
It does seem to offer a higher level interface, including spatial audio.
However this proof of concept only uses the low level interface, which
is pretty similar to port audio so far, also performance-wise.
Only technical difference so far seems to be that we can actually deinit
it without crashing.
@ikabod-kee since you got better ears for this, could you check if you
notice anything that got better or worse with this transition?
Particularly, I'd like to know if you notice any improvements with
respect to #571.
Remaining work if accepted:
- [x] Include this in the libs and precompile it instead of adding it
here
- [x] remove portaudio from the libs
- [x] make a new libs release and use it here
- [x] Remove remaining references of portaudio from the source
fixes#415fixes#571
## Description
This pull request adds `rotation` parameter to `cubyz:sbb` simple
structure with default value `.random` which allows specifying fixed or
randomized rotation for structures generated. Rotation for structure is
only propagate through the strcuture children only for vertical child
blocks. Additionally, a `rotation` parameter was added to structure
building block children definition to allow overriding / re-enabling
random rotation for children of strcuture. Default value for that
parameter is `inherit` which takes the rotation of parent (only for
vertical child blocks until interrupted). Valid values for rotation are
`0`, `90`, `180`, `270`, `random`, `inherit`, all accepted as a string,
numeric values also accepted as floats and integers.
## Links
Resolves: #1529
---------
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
- [x] Prototype
- [x] Remove old code
- [x] ~~Apply this form of dithering to other shaders as well (item
drop)~~ → old dither looks better for items and display model
- [x] Can we finally remove the dither seed?
- [x] Check performance impact → it's slightly (insignificantly) faster
even
This PR turns font unit per pixel (a "magic number") into actually
computed value. Previously the "font unit per pixel" is hardcoded as
float `4.0`, because `units_per_EM` field of unscii is 64, and default
font size is 16. If another font is loaded, layout will be corrupted by
invalid scaling of `glyphPositions`. Note that only transformation from
font unit to pixel is affected, no visual change is made, and width of
glyph(character) is not changed.
Related to: #1507closes#1533
I'm pretty sure that the rest of the moving into a comptime mod
interface can be done in a future pr
---------
Co-authored-by: Krzysztof Wiśniewski <argmaster.world@gmail.com>
Adds game design principles for Cubyz that we can follow.
This PR is a work in progress, so please chip in with feedback and
suggestions.
I am also not the best at wording; feel free to make suggestions to how
things are worded to make it easier to understand.
---------
Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>