We've got a system set up now so we can store the chunks in a hash table. This, along with a lot of other modifications, allows us to add chunks easily while maintaining a quick look up of the chunk from it's position information. Also we've added the ability to raycast "into" the rooms so it's easier to edit
Custom Textures
We've spent the first bit of time sketching out and trying our hand at making some custom textures of our own. I can't say all of them are great or look good together but it was surprisingly fun and successful.
Oriented Crystal Formations
We've got the crystals so they can be jutting out from any of the 6 faces. I might also add 2 mutation bits for 4 rotations on each face.
Crystals
I've added one version of crystals. There's still some texturing stuff I want to figure out but they actually don't look half bad they way they are.
Wrong Texture on Crystal OBJ Model
I'm in the process of adding crystal formations to the caves and I accidentally applied the wrong texture to model. Looks kinda cool.
Voxel Engine Demo 4: Dynamic/Updating Objects and Special Collision Shapes
I've started doing the work to add voxels that can allocate and store information for themselves. I've also added support for voxels that have different sorts of collision geometry. Right now we only support Axis-Aligned Bounding Boxes for collision. You can also define custom geometry for each voxel that can be either static and placed in chunk buffer, or dynamic and get generated every frame. The lighting still works like before but the new blocks and shapes have not been implemented correctly. There are also still some bugs and weird behavior with the collision system.
Another Collision Testing Area
I've made fences and subsequently run into a lot of bugs with my collision system for the player. I've solved most of the major bugs but you can still get caught on edges between irregular blocks which will have to get fixed eventually. Not sure how to do that yet though...
They're Stairs Now
Stairs are now rendering correctly. Their collision information isn't being utilized yet though.
These Are Supposed To Be Stairs
I'm having some problems with getting some custom vertices into the vertex buffer. Also in the middle of added a way for blocks to allocate/store more information than simply the type. I've already implemented a memory arena to handle to the allocations and deallocations (hence the turquoise readout in the top left).