mstojcevich / radix Goto Github PK
View Code? Open in Web Editor NEWMinecraft-compatible client using libgdx.
License: MIT License
Minecraft-compatible client using libgdx.
License: MIT License
When in water, the overlay is not transparent anymore.
SpriteBatcher needs to support transparency and colors.
When standing against a wall, the player's vision can clip through the wall and see into the void.
Add a GUI for connecting to a server. Right now the game is hardcoded to connect to a server running on localhost.
To reduce VBO binds, combine position, color, normal, and id into one VBO
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.
Use an average of neighboring light levels for each vertex's light level.
hi, mstojcevich. I setup a local craftbukkit using craftbukkit-1.8.7-R0.1-SNAPSHOT-latest.jar
. When I connect it using Radix
(latest). It gives me error bellow.
Disconnected: Login failed: Authentication error: Access Token can not be null or empty.
Do I need to configure something before connect the server?
When using the greedy masher textures are stretched across a face instead of tiling.
Water should flow into nearby empty blocks
We aren't using rgb, just brightness and alpha so we only need 2
The game should save changes to the world and allow loading worlds
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
Water will not use light levels of neighbor chunks when placed next to them
Everything is 100% bright
Currently a lot of things need to update their positions on window resize, including post-process rendering, main menu buttons, debug text, and more
Chunk rendering should use IBOs to reuse repeated vertices.
When on a server, the entities of clients that crashed will remain visible forever
When blocking the sunlight with a block, blocks under it often get darker than they should
Currently light removal is all done on the same thread and all of the code is in World. It should be changed to use a queue and worker based system like light propagation uses. This will allow for more readable code and better performance when there is a big change due to light removal.
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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