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louxiu avatar marcusant avatar mstojcevich avatar

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radix's Issues

Server selection

Add a GUI for connecting to a server. Right now the game is hardcoded to connect to a server running on localhost.

Code reorganizing/cleanup

Too much is in RadixClient.
VisualSettings and the preferences/config framework seem a bit ugly in general.
Maybe some rewriting, reorganization, and documentation of GreedyMesher since a lot of it looks like a scary wall of code.

Water flow

Water should flow into nearby empty blocks

World saving

The game should save changes to the world and allow loading worlds

Can't move

Hi @mstojcevich:
I use craftbukkit-1.8.7-R0.1-SNAPSHOT-latest.jar as server and join it using radix successfully. But I can't move using a w s d. I print the ClientPlayerPositionRotationPacket which send to the server and ServerPlayerPositionRotationPacket which received from server. It seems that the server always return the same position. Below is the debug info I print. Do I miss something?


: Entering local mp
: ServerJoinGamePacket, mode=SURVIVAL, entityId=380
: Received Message: voxeltest-dev joined the game
: ServerPlayerPositionRotationPacket, positionX=-51.90188217163086, positionY=77.0167236328125, positionZ=188.67501831054688
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=10
: ServerMultiChunkDataPacket, columns=6
: ServerBlockChangePacket, positionX=-59, positionY=65, positionZ=63, block=0
: ClientPlayerPositionRotationPacket, positionX=-52.04001998901367, positionY=77.0167236328125, positionZ=188.64776611328125
: ClientPlayerPositionRotationPacket, positionX=-52.25350570678711, positionY=77.0167236328125, positionZ=188.60568237304688
: ClientPlayerPositionRotationPacket, positionX=-52.328853607177734, positionY=77.0167236328125, positionZ=188.5908203125
: ClientPlayerPositionRotationPacket, positionX=-52.51408386230469, positionY=77.0167236328125, positionZ=188.55430603027344
: ClientPlayerPositionRotationPacket, positionX=-52.627105712890625, positionY=77.0167236328125, positionZ=188.5320281982422
: ClientPlayerPositionRotationPacket, positionX=-52.73698806762695, positionY=77.0167236328125, positionZ=188.51036071777344
: ServerPlayerPositionRotationPacket, positionX=-51.90188217163086, positionY=77.0167236328125, positionZ=188.67501831054688
: ClientPlayerPositionRotationPacket, positionX=-52.04629898071289, positionY=77.0167236328125, positionZ=188.64654541015625
: ServerPlayerPositionRotationPacket, positionX=-51.90188217163086, positionY=77.0167236328125, positionZ=188.67501831054688
: ClientPlayerPositionRotationPacket, positionX=-51.90188217163086, positionY=77.0167236328125, positionZ=188.67501831054688
: ServerPlayerPositionRotationPacket, positionX=-51.90188217163086, positionY=77.0167236328125, positionZ=188.67501831054688

Meshing optimization

Right now the game is using a pretty plain meshing system (draws out each block face individually with no merging).

An ideal system would merge faces with the same light level and block type and then triangulate the resulting polygon.

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