I have some demos (with source code) on how to use mesh manipulation to create culled voxel chunks.
In short, the performance bottleneck is in bge.
No need to actually use numpy or threading.
You should never use a cube instance for voxels.
Creating a culled mesh surface is the standard approach.
You can’t create polygons during gameplay, but you can have donor meshes which polygons can be rearranged into the desired mesh and texture coordinates.
Take BPR advice with a grain of salt…
have a blast!
######## UPDATE ##############
(BA upload :no:) ->>>
NEW: https://drive.google.com/open?id=0B8kZsmvJJIZlT28zZ1YxLVM3czg
So I got it basically game ready.
Now it is class based, and has proper functions handles to add voxels, remove voxels, bulk fill and optimize.
(example snippets, not actually composition!)
from pixel_meshing import Chunk, floor_to_chunk_key, load_csv_template, generate_chunk_keys
from perlin import Noise
CHUNK_SIZE = 16
MAP_RADIUS = 20
tree_template = load_csv_templat…
dang it bobby, not this voxel business again
What is?
***What you see ~> what you get…
http://i.imgur.com/ou962LQ.gif(image larger than 5 MB) [http://i.imgur.com/Kp8h9Ty.gif][http://i.imgur.com/nRcTU8R.gif][http://i.imgur.com/IETgqTA.jpg]
Why is?
***
This is my hobby project that got made into my bachelor thesis.
It has the distinct smell of a student cutting close to the deadline.
Where is?
***
It contains bit more instructions/explanations/etc.
Feel free to use it for your…
This is a crude outline of a mechanic that I thought would be fun to explore as I am building real time mesh creation for my other game.
Main features:
Shoot through walls with beams
Let you friends drop to the abyss
How to play:
Open the bge_client/blend and press p to play.
The game will create the maps from a random seed from the server,
so it will lag the first 10-20 sec.
How multiplayer works:
It will try to connect to the server on the ip on the serversettings.py file.
If that fa…
1 Like