I like the indirect lighting, but I think it's actually distracting to do it at a granularity smaller than the blocks themselves (and the outlines on the blocks don't help). It sort of accentuates the blockiness to the point of distraction, instead of it being an interesting pixel-art-like style. Imagine if you took a…
Minecraft map data is stored as voxels, but rendered as standard polys. Edit: Just tried out MoonForge, like what you've got so far. But I think Instead of building on the moon it'd be neater if it was like a holodeck, tron inspired even. Maybe then have it so players could fill the cubes different textures of their…
Awesome work copypastepixel. Im making a minecraft style game, but taking place on the moon :P This demo is a very small map and is generated procedurally each time it loads. The tech does support huge terrains, but at a cost of generation and loading time. You can build with left click and dig with right click. Download:…
Im working on inventory and crafting, jetpacks are something you can make or buy :P MattLichy, that makes me realize how much I need to work on loading time. I wounder if there is a write up somewhere about how the minecraft dev got such fast mesh generation time, and how much data is actually loaded during any moment of…
eld, yeah thats one thing I wanted to do. Keg, I plan on sort of doing a blured direct sky light coming from the up vector. So I would first caclulate what voxels can see directly up infinitely. Then in another pass I see what voxels that are in darkness are next to a voxel in light and then transmit some light from the…