This weekend I’ve optimized the chunk management code and added the ability to save your world. I’m still using the Painterly textures because I haven’t had the time to design my own textures.
A fun way to test the saving feature is creating something nice. When you exit Oemfoeland and fire it up again, your world is waiting for you in the state you left it. As you can see in the screenshot, it works!
Things that are on my list for the coming weeks:
- A real random world with interesting features
- Make this run in your browser
- Player physics (collision detection, walking, jumping…)
- Some gameplay elements from my original MyWorld idea
- Movable/fallable blocks from the old Oemfoeland 5
I’m struggling with the implementation of my dynamic world loading mechanism. I need to leave the loading of new chunks to another thread. But that other thread is not playing nice… I am going to sleep and think about it
[Edit: it was a small stupid thing I looked over… it works great now!]
One of the advantages of Minecraft executing my idea is that I have some texture packs to experiment with. I will draw my own textures soon, but these are from the Painterly Pack.
Last week, I completely rewrote my rendering engine. I divided my world into chunks and when the player is not nearby a certain chunk, it will be compressed and stored into a vertex array or a VBO, if the GPU supports it. I got a very good performance on my MacBook Pro, with no hiccups at all. But before I make bold promises, I will generate some more interesting worlds to see if that performance still holds.
When this becomes playable, I will put a java applet on this site so you can try it yourself. Stay tuned!