Esempio n. 1
0
        //TODO: trees
        //TODO: water
        //TODO: rivers: https://www.reddit.com/r/proceduralgeneration/comments/3twed7/early_infinite_perlin_terrain/
        //TODO: fix building block colliding with player
        //TODO: Fix physics bug
        //TODO: Custom render pipeline
        //TODO: separate mesh for solid and transparent voxels
        //TODO: split all meshes to one long array per each side so it can be mesh instanced?
        //TODO: make alpha setting for shader per vertex so it can be only one shader?

        protected override void Enter()
        {
            base.Enter();

            Random.InitState(WorldSettings.Seed);

            WorldRenderer.Init();

            //Create player
            _playerView = AssetManager.GetGameObject <PlayerView>(ResourcePath.PLAYER_PREFAB);

            Vector3 initPosition;

            if (SaveLoadManager.LoadedGame.IsLoaded)
            {
                initPosition = SaveLoadManager.LoadedGame.InitPosition;
            }
            else
            {
                initPosition = new Vector3(0.5f, WorldModel.GetTerrainHeight(new Vector3(0, 0, 0)) + 1, 0.5f);
            }

            _playerView.transform.position = initPosition;

            var playerCoords = WorldModelHelper.GetChunkCoordsFromWorldPosition(initPosition);

            GenerateWorld(playerCoords);

            var camera = ViewConfig.Camera3d;

            camera.nearClipPlane = 0.01f;
            camera.farClipPlane  = GeometryConsts.VIEW_DISTANCE;

            Updater.EveryFrame(UpdateView);
        }
Esempio n. 2
0
        private void UpdateView()
        {
            var newCoords = WorldModelHelper.GetChunkCoordsFromWorldPosition(_playerView.transform.position);

            if (newCoords.x == _lastPlayerCoords.x && newCoords.y == _lastPlayerCoords.y)
            {
                return;
            }

            //Remove unused data + view
            var watch = new Stopwatch();

            watch.Start();

            var removeDataCords   = GetDataCoords(newCoords, MapBoundsLookup.MapDataRemove, true);
            var removeRenderCords = GetRenderCoords(newCoords, MapBoundsLookup.ChunkRemove, true);

            WorldModel.RemoveData(removeDataCords);
            WorldRenderer.RemoveChunks(removeRenderCords, removeDataCords);

            //Create map data + queue chunk render for newly discovered chunks

            var dataCords   = GetDataCoords(newCoords, MapBoundsLookup.MapDataAdd);
            var renderCords = GetRenderCoords(newCoords, MapBoundsLookup.ChunkAdd);

            WorldModel.CreateChunkMaps(dataCords);
            WorldRenderer.RenderChunks(renderCords, dataCords);

            watch.Stop();

            Debug.LogWarning($"<color=\"aqua\">GameAppState.UpdateView() : watch.ElapsedMilliseconds: {watch.ElapsedMilliseconds}</color>");


            _lastPlayerCoords = newCoords;
        }