I also added scaling capability to all blocks, which is just as simple to use as position and etc.
Lastly, I added 3 new "block" types: horizontal, vertical, and lateral (in the Z (forward/backward) direction) sheets (planes)! This will prove useful for things like floors, walls, and ceilings that don't need thickness, and these block types don't induce "jitter" no matter how they're stretched (unlike the other block types), which is nice.
Twenty fourth step complete (the higher blue, yellow, and purple blocks are transparent, the "world border" sheets are also transparent, and the rest of the blocks are fully opaque (4 X white, red, blue, and 2 X green)):
The above two pictures were with a world size of 10 X 10 X 10. The below two pictures are with a world size of 1000 X 1000 X 1000. This is extremely easy for me to change and can easily be done programmatically as well.
As far as benchmarking goes, it seems to run fine rendering some 200K+ transparent blocks, each with position, rotation, scale, and color, as well as global lighting of various sorts. It still runs okay with 350K+ blocks, but it's a little laggy (though tolerable). So this is excellent!
Now I'll be able to do something like the light cycle battles in Tron (see-through floors and walls):
No comments:
Post a Comment