This week I decided to split the chunkDistance setting into horizontalDistance and verticalDistance. The chunk distance setting affects how far the player can see in the world. Technically, it determines how far from the player the world is drawn. With this change I can draw more of the world along the horizontal plane. This gives the player more visual landmarks and makes traveling long distances easier. If the draw distance is only around 100 meters or so it’s easy to get lost.
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I have an older Dell Inspiron laptop that’s been part of my life since 2007. One of my soft goals is for voxeling to run reasonably well on it, though things aren’t looking good at the moment. The simple voxeljs demos tend to run around 30fps but within my world I’m getting between 8 and 20fps. Not good. I blame the many many more voxels present in my world. I’m considering converting the engine to StackGL/WebGL (kinda like voxel-engine-stackgl), but more on that in a future post.
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If you haven’t already played around with the in-browser voxel game demos on voxeljs.com, check them out. I stumbled across them in April and was blown away. Who knew 3D environments could run so well in the browser? Apparently lots of people did, more than two years ago. Oh well, I’m late to the party again. Regardless, working with those tools looked like great fun, so I forked some repos and began building.
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