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blockgame's Issues

Rendering Text more efficient

When dispaling around 10 lines of text, the game already has framedrops and wont run smothly.
The RenderText() function is very inefficient (it's still based on the Tutorial from learnopengl). For every character aney quad is created and directly send to OpenGL via glDrawArrays().
It would propably be more efficient to store the vertices in a vector and preloading the capacity so it doesn't need to be reallocated so often and then dawing all quads at once. Additionally a monospace Font could be used so the quad wont need to be recalculated each time.
Another idea is to create one inctance of each ASCII character and then using GLs instancing functionality to display the text.

Using The BlockTypeManager

Currently the blocks / textures are hard coded in serveral Places. These Values should be replaced with a call of a functon of the BloackTypeManager. All Chunks consits of Blocks, which have an int as BlockType. This BlockTypeInt should then be passed to the BTM and return requested information about this Bloacktype eg. texture, opacity, hardness, ect.

  • add Texture class
  • add BlockTexture classes (standard and special)
  • all parameters of the BlockType can be set on creation
  • creating the BlockMesh by using the BlockTypes
  • Load Types from Json-files?

Improve README

  • Simple installation Guide (Win, Linux, MacOS)
  • Move details e.g. manual installation of dependencies to a Wiki (?)
  • add table of contents
  • add screenshot form the game

could use Craft and MineTest as reference

Add Callbacks for changing settings

If I want to change the settings (config.json), I need to close and restart the game.

So to reload the settings (including the window size) at runtime, I'll need to add a callback to every game component that uses the config.

  • Add reload function
  • callback for simple config stuff e.g. Fov
  • Callback for window size

Clean up

  • Removing old Comments,
  • changing Filenames from .h to .hpp

Compile with CMake

  • Add CMake File
  • Use FetchContent to get the dependencies (?)
  • Test it with CLion
  • Test it on different OS (Win 10/11, Linux: Ubuntu ...)
  • add documentation for that (#20)

Adding an InputHandler

Currently all user Input will be treat the same way while the whole time the program is running. At the moment that's no problem because the player is always in the same sate - he's moving around removing or placing Blocks with a click and selecting them with the Numbers 1...9.
But for further features Like an interactive inventory GUI or a chat new states of input need to be added.
That's why an InputHandler should be implemented, which forwards the user input to the correct Component (PlayerContoller, Inventory Drag n Drop, Chat, ect.) depending on the input state.

  • general abstraction for input handling
  • using input for the chat

Add Gravity / Use Velocity for movement

Currently the Players Position is directly changed when moving. If a general Player Velocity was Used it will be easier tho add gravity and other forces.

  • Gravity
  • Velocity based Movement
  • add inertia to Movement
  • Clean up: Move funtion ect.

What is a suitable licence for this Project?

It doesn't really matter, but I think I still want to add one to this Project.
It should be free to use and distribute for everyone, as long as they credit this Project.

Maybe GLP or MIT would be right. But I don't know much about licences... Well I gonna do that later

Fix Texutebleeding

At ceratain agnles white stripes occour at the edges of blocks. They are nor visible all the time but still annoying.

Refactoring to create a simple Build Process

Currently the code and the libraries are a Mess. That's why the Structure and Building Process of this Project should be changed so it's easy to complile it on different Operating Systems.

  • specify the used Dependencis and where they can be downloaded.
  • add the compliation Command
  • add a MAKE File
  • Use Variables vor the Include directories
  • Test the Building Process on Windows without IDE
  • Test the Building Process on Linux
  • add the Licences for the used Libraries

[Linux] Bug: Items have incorrect texture

on branch strange-linux-issue I fixed a bug that made the game crash on my Ubuntu 22.04.3 laptop.
now the Textures of the Items in the Inventory bar are not displayed correctly. It looks like the UV coords are either 0 or y has a random value. y changes when moving.
the StandaradBlockTextures of the BlockItemTypes are initialised correctly at first, but are overwritten later...

Adding a Sky

Currently the 'sky' is just a solid background color (the GL clear color of the color buffer). Thats pretty boring. It would be much cooler if there were moving clouds. Usually this is solved with a Cubemap, but that would be hard for a dynamic environment. My Idea is to add a skybox and use a shader with something like raymarching on it to calculate the clouds on the fly.

For the shader is plenty of reference on Shadertoy.com

  • adding a sky shader
  • fast and fancy sky (fancy should have nice clouds, while fast should result in better performance)
  • adding clouds
  • adding sun cycles

Valgrind: Conditional jump or move depends on uninitialised value(s)

==28010== Conditional jump or move depends on uninitialised value(s)
==28010== at 0x188900: createDir_IfDoesNotExist(std::__cxx11::basic_string<char, std::char_traits, std::allocator > const&) (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== by 0x168B3E: SuperChunk::initialize() (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== by 0x14C9DB: main_function() (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== by 0x14E7D5: main (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== Uninitialised value was created by a stack allocation
==28010== at 0x188866: isDir(std::__cxx11::basic_string<char, std::char_traits, std::allocator > const&) (in /home/baum/fun/BlockGame/build/mainLinux)

==28010== Conditional jump or move depends on uninitialised value(s)
==28010== at 0x155A02: bool glm::operator==<float, (glm::qualifier)0>(glm::vec<3, float, (glm::qualifier)0> const&, glm::vec<3, float, (glm::qualifier)0> const&) (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== by 0x154AA4: bool glm::operator!=<float, (glm::qualifier)0>(glm::vec<3, float, (glm::qualifier)0> const&, glm::vec<3, float, (glm::qualifier)0> const&) (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== by 0x150F11: LocalPlayer::update() (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== by 0x150BED: LocalPlayer::LocalPlayer() (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== by 0x14C9EA: main_function() (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== by 0x14E7D5: main (in /home/baum/fun/BlockGame/build/mainLinux)
==28010== Uninitialised value was created by a stack allocation
==28010== at 0x14C0EB: main_function() (in /home/baum/fun/BlockGame/build/mainLinux)

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