Discussione: Voxel Quest
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Old 09-04-2015, 08:59   #8
gaxel
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Iscritto dal: Jan 2007
Messaggi: 39839
Nuovo update
http://www.voxelquest.com/news/update-04-08-2015

Explosions (temporary effect, needs improvement); Sound effects are also all placeholders by the way
More intelligent chunk refreshing that reduces redundant chunk refreshes (useful for destruction among other things).
Rendering spheres of arbitrary size in screen space with real depth, normals, clipping, etc
Projectiles
Camera Shake (on jump, on objects hitting ground, fades with distance from camera); it is exaggerated right now
Zooming in and out to first person mode
Walking around with collision, realtime smooth movement that can revert to unit space for turn-based combat and so forth.
Physics (gravity, dampening, rigid body physics with adjustable bounciness/hardness, friction, etc). Currently operates on axis-aligned boxes (even when boxes are rotated on the Z axis)
All movement-related effects are now timer-based (rather than frame-based), although you can also force a certain time interval to prevent stutter/frame skipping.
Jumping
Lantern placement fixed (raised up inside of houses, no more lantern clusters for more efficient lighting)
Volumetric textures optimized for lower voxel resolutions (larger shingles, bricks, and boards)
Better character selection/deselection with dotted line selection effect; now distinguishes between the active entity and the target entity
Better sprite rendering with no clipping or depth sorting errors
Labeled all 1600+ items and entities (even though they are just placeholder objects)
Added context sensitive options to the drop down menu based on which targets (if any) are selected
Quick experiment with trees: upped the number of limbs to produce dramatically larger trees (as seen below)
Improved, less naive chunk picking (for rendering) - now uses a flood fill to pick chunks, instead of a bounding cube.
Many other small improvements I am probably forgetting to list


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