Results 1 to 10 of 34

Thread: Thyandyr's voxel engine

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Delphi Voxel Engine

    DVE - Delphi Voxel Engine

    https://github.com/Thyandyr/DVE
    Last edited by Thyandyr; 13-12-2017 at 08:47 PM.

  2. #2
    26/10/17 Didn't get anything done today. Trying to figure out best way to do chunk management.
    29/10/17 Some progress on chunk management. Next need to make my OpenGL code compatible with arbitrary amount of objects. Too late in the night to start that.
    Last edited by Thyandyr; 29-10-2017 at 11:05 PM.

  3. #3
    I see it is minecrafty. I'm not saying its bad.

    Since you're not using any framework, may be it can be used with SDL or Allegro or GLScene, can it?

    Also, did you plan to make it compatible with FreePascal?
    No signature provided yet.

  4. #4
    Quote Originally Posted by Ñuño Martínez View Post
    I see it is minecrafty. I'm not saying its bad.

    Since you're not using any framework, may be it can be used with SDL or Allegro or GLScene, can it?

    Also, did you plan to make it compatible with FreePascal?
    It looks like that yes, but it won't be minecrafty. Gamewise, I am juggling between Dwarf fortress, Master of Magic, UFO etc. It'll definitely be a management game. I like stuff like evolution and fuzzy logic and geological evolution. I have no idea how those ingredients turns into a game Maybe it'll just be my own sandbox for weird ideas.

    The engine itself should end up being relatively reusable so that I can use it for various things. Also because I do not know what I am doing, and I always forget everything so it needs to be something that is relatively easy to jump onto. I do not know what it entails to make it compatible with free pascal.

  5. #5
    In reference to freeing all the TChunks in TDictionary<string, TChunk>, how do I do it?

    I don't see a way to just do

    Code:
    for I = 0 to count-1 do 
      TDict.Items[0].Free
    as it is not sorted or indexable in that way

    Do I need to extract all the keys and then iterate with that list? That hardly seems like a smart way to do it.

    OK this works

    Code:
    for Chunk in TDict.Values do Chunk.Free
    Last edited by Thyandyr; 01-11-2017 at 09:32 PM.

  6. #6
    SO I'm adding lot of single values into one VBO. Things work OK until somewhere slightly above

    Vertices:467544
    Indices :100188
    Total :567732

    some (full) chunks just seem to be missing from where it should be on screen.

    So I draw 23 chunks size 11x11x11 and it all shows great, but 24 chunks and some start to disappear. If I draw 30 chunks it looks like swiss cheese!
    Last edited by Thyandyr; 01-11-2017 at 10:36 PM.

  7. #7
    Quote Originally Posted by Thyandyr View Post
    In reference to freeing all the TChunks in TDictionary<string, TChunk>, how do I do it?

    I don't see a way to just do

    Code:
    for I = 0 to count-1 do 
      TDict.Items[0].Free
    as it is not sorted or indexable in that way

    Do I need to extract all the keys and then iterate with that list? That hardly seems like a smart way to do it.

    OK this works

    Code:
    for Chunk in TDict.Values do Chunk.Free

    Uhhh... why aren't you just using a TObjectDictionary with "doOwnsValues" set in the ownerships parameter in the constructor? That's what they're there for. That way, it works exactly like a TObjectList that has OwnsObjects set to true, and you don't need to do anything at all in your destructor as all the dictionary values will be freed automatically.

    As far as your VBO problem, what kind of GPU are you using?
    Last edited by Akira13; 02-11-2017 at 01:16 AM.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •