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    Inactive Liquid Simulation

    Apparently, I uploaded this a long time ago. R.I.P. debug water. (sorry for the black frames)
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    Possible adoptee project: Destination Sol

    It only took about 5 minutes of gameplay to get me excited. Downloading the source right now :rofl:.
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    Inactive General Particle System

    Particles can now have textures: From left to right: No texture (reverts to colored squares) Blurry dot texture Smoke/cloud texture Toon sphere particle Toon smoke particle atlas with 2 textures (my favorite :p) Short summary of how to do this: To create textured particles, you first have to...
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    Which opengl version to use?

    I started a wiki-page to document all kinds of rendering related stuff, including the OpenGL version.
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    Inactive General Particle System

    Name: General Particle System Summary: The goal of the project is to give developers more freedom in the definition and usage of particle systems than the current BlockParticleSystem. The new system will allow developers to define and alter the behavior of the particles at runtime. This makes...
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    Removal of all javadoc @author tags - any objections?

    I have no objections to removal.
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    Inactive Liquid Simulation

    My liquid system did the block updates per region, instead of per block. So instead of a queue of blocks, you would use a queue of regions. To update a region, the required data would first be copied into a (3D) array, the input array. Then you would just run an update kernel on each block. The...
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    Inactive Liquid Simulation

    The code in the liquidSystem branch is indeed the latest code. However, iirc, the branch only contains a bit of code that sets up OpenCL and a way to keep track on what blocks to update. I had a local backup of the working code for CA water, but two of my backup drives died last year, so it is...
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    Implementation WeatherManager

    I experimented with a cloud shader, based on perlin noise on shadertoy: clouds (imagine the density and precipitation values would be provided by the weather module). Should be able to port it to Terasology and override the default sky-shader sometime. Needs tweaking though, clouds are a bit...
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    General Particle System

    Update: I'm looking for a bit of feedback :). The particle system is nearing completion. Updating and rendering logic is pretty much done. I just need to clean up the code and tie some stuff to the entity component system. I cannot yet use textures yet, but it shouldn't be too hard to add that...
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    Which opengl version to use?

    Since I started working on a general particle system for the engine, I have to deal with a lot more (raw) OpenGL stuff than before. At the moment there are no guidelines on what versions of openGL to use. Judging by the LWJGL imports, it seems that we are currently mixing version 1.1, v1.5, v2.0...
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    General Particle System

    I was able to produce some code over the weekend, using the ideas/guidelines posted in this thread. I uploaded an implementation of a particle pool on my fork on Github, which keeps track of all particle data and allows for recycling of particles without any additional allocations. Following...
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    General Particle System

    Two useful articles on this subject: The ocean Spray in your face Building an advanced Particle System (refers to 1) Thanks manu. Maybe I have a bit of a bias towards a more functional style of programming :p. Meshes might not have been such a good idea. About the AABB: their goal is not to...
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    General Particle System

    This is just me dumping my ideas on the forum. I started working on a ParticleSystem module using the information provided above. The overall structure follows what @manu3d described, but there are a few places where I changed things. First of, I believe that particle systems and particles can...
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    Implementation WeatherManager

    @metouto: Actually, the generator is already generating thunderstorms. However, untill I add some visual stuff, the only way to know whether or not you are in a thunderstorm is by reading the console output :p.
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    Implementation PolyWorld

    @Cervator: Thanks, I indeed forgot run gradlew idea and the modules were not compiled. Everything works fine now. @msteiger Is this giant nerdpole a bug or is it some development feature? And it has pretty water on top. Seed: Rcn5y6oWaPdzQJTLduUpeJ61TlMblEmq Location: (-146, 242, 258)...
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    Implementation WeatherManager

    I updated the post to reflect the current status of the mod.
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    Implementation PolyWorld

    I downloaded the module using gradle and enabled it, but it didn't show up in the world generator dropdown list. :(
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    WIP Alternative textures (128x128)

    I also noticed this. For some strange reason, only the top of the grass blocks get distorted, even though the hue of the side of the blocks is also changed by the engine.
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    WIP Alternative textures (128x128)

    Done: Dirt, Grass/GrassSide Stone Sand Upcoming: Snow/SnowSide tree textures (bark + wood + leaves) The past few weeks I have working on an alternative texture pack for Terasology. I want to teach myself to create textures and creating a "texture pack" for a voxel game like Terasology...
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