Comments (5)
It seems like a good idea to me.
I've out a bunch of the camera & renderer stuff into a separate package instead of leaving them in voxel-engine, so it could be easier to add custom camera functionality and special rendering behavior.
I put that in https://github.com/snagy/voxel-view though it's not really anything interesting yet.
I'll probably add support for multiple views to voxel-engine and then put in a pull request.
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Ok, maybe I'm not going to add support for multiple views quite yet, because using one scene with multiple renderers doesn't work with three.js. Each canvas is a separate ogl context and thus any opengl resources can't be shared between them.
Anyway, I still like voxel-view just to pull that functionality out of the engine into a separate package. Let me know what you think.
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i'm actually working on a voxel-view as well, but the idea is that it makes the camera a physical object in the game world that can be attached to other objects via mount points (basically, an Object3D
target, a springiness
, and an offset vector).
from voxel-engine.
for reference, the repo is here.
from voxel-engine.
It looks like your repo is addressing different things than mine, and they can function together right out of the box. Mine is just separating the camera/renderer interaction from the engine, and yours is adding specific behavior to the camera. You could grab the camera from the view and put it straight into the physical camera and it would work the same as getting it from the engine. (related question: would we prefer to pass a camera into a view, or to have other modules get a camera from the view? pass-in seems preferable to me)
Mine could hopefully make it easy to add something like an editor view with multiple viewpoints/cameras by making a new voxel-view replacement and passing that to the engine.
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Related Issues (20)
- Forcing master branch to render blocks HOT 2
- Large positions cause strange behavior, glitchly camera, falling through blocks, no rendering. HOT 2
- Async loading of chunks HOT 1
- Shading planned
- Do I need a backend server for this usage scenario? HOT 3
- Why not use requestAnimationFrame instead of setInterval ?
- How to regenerate terrain? HOT 1
- How to create a world with voxel that serves multi-player? HOT 1
- How to check whether or not the mouse pointer is locked in game or not. HOT 1
- setBlock() does not update canvas until mouse click HOT 1
- How to use RessourcePack textures in voxel.js ? HOT 1
- Runing the Voxel Engine..
- How to Fix Voxel Bugs
- textures don't work?
- Add TypeScript definitions
- document.getElementById("game") is not a Node HOT 1
- All textures are black
- voxeljs.com is now parked by a domain squatter HOT 2
- Is the website hacked? HOT 2
- I have this issue with blocks with transparency like glass or leaaves:
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