Sasha Koshka is not my real name, but it certainly might as well be. If you want to find more of my stuff, you can visit holanet.xyz
Some of my other projects are located on the tebibyte media gitea instance.
Minecraft 4k: decompiled, translated to C using SDL for graphics and input, and improved upon
Sasha Koshka is not my real name, but it certainly might as well be. If you want to find more of my stuff, you can visit holanet.xyz
Some of my other projects are located on the tebibyte media gitea instance.
This is part of a larger ongoing issue where the way the game disallows players from placing blocks inside of themselves is by immediately deleting the block. This no longer works with the new terrain system, and it will be replaced by simply preventing the block from being placed.
it asks for clang
This seems to be caused by the code that darkens the bottoms of block textures. When it is removed, their undersides look normal (too bright of course, but normal).
However this only happens on stone and water. Another thing of note is that the "streaking" noise no longer applies on the bottoms of these blocks as it should.
Player coordinates are offset by 64. I believe this behavior was present in the original java version, to offset the broken rendering in negatives so that it did not appear in the world. The broken rendering can be mitigated by increasing this offset.
However, the player struct currently stores this these offset values. It should not do this, instead the values should be offset when rendering is taking place.
The player struct should store the real values because more things need the real values than the offset ones.
Occasionally when creating a world the player spawns in stone, and the player position seems to reset after restarting the program and reopening the world. Needs further investigation.
When colliding with a block, the player stops moving entirely. The player is also able to stick to walls instead of falling down.
When pausing while holding down movement controls, the player continues to move.
At some point it would be a good idea to have all raycasting functionality run in a compute shader. Creating this issue to remind myself.
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