protected override void OnLoad() { // Called just after OpenGL is initialised //DebugText.CanWrite = true; // Initialise Game //BlockMesh.Generate(); //ChunkMeshGenerator.Initialise(); Player = new EntityPlayerCamera(); Worlds = new List <World>(); World earth = new World(); earth.SetMainPlayer(Player); Player.MoveTo(new Vector3(0, 5, 0)); // Top 1 // Front 1 // Left 1 // Bottom 1 // Right 1 // Back 1 // Top 2 // Front 2 // Left 2 // Bottom 2 // Right 2 // Back 2 //BlockFace topp = BlockFace.GenerateFace(FaceDirection.Top); //BlockFace fron = BlockFace.GenerateFace(FaceDirection.Front); //BlockFace left = BlockFace.GenerateFace(FaceDirection.Left); //BlockFace bott = BlockFace.GenerateFace(FaceDirection.Bottom); //BlockFace righ = BlockFace.GenerateFace(FaceDirection.Right); //BlockFace back = BlockFace.GenerateFace(FaceDirection.Back); // //topp.Face1.WriteVertices(vertices); //fron.Face1.WriteVertices(vertices); //left.Face1.WriteVertices(vertices); //bott.Face1.WriteVertices(vertices); //righ.Face1.WriteVertices(vertices); //back.Face1.WriteVertices(vertices); //topp.Face2.WriteVertices(vertices); //fron.Face2.WriteVertices(vertices); //left.Face2.WriteVertices(vertices); //bott.Face2.WriteVertices(vertices); //righ.Face2.WriteVertices(vertices); //back.Face2.WriteVertices(vertices); // //topp.Face1.WriteTextureCoordinates(uvs); //fron.Face1.WriteTextureCoordinates(uvs); //left.Face1.WriteTextureCoordinates(uvs); //bott.Face1.WriteTextureCoordinates(uvs); //righ.Face1.WriteTextureCoordinates(uvs); //back.Face1.WriteTextureCoordinates(uvs); //topp.Face2.WriteTextureCoordinates(uvs); //fron.Face2.WriteTextureCoordinates(uvs); //left.Face2.WriteTextureCoordinates(uvs); //bott.Face2.WriteTextureCoordinates(uvs); //righ.Face2.WriteTextureCoordinates(uvs); //back.Face2.WriteTextureCoordinates(uvs); //mesh = new Mesh(vertices, uvs); //obj = new GameObject() //{ // Mesh = mesh, // Position = new Vector3(2.0f, 5.0f, 1.0f), // Shader = GraphicsLoader.TextureShader, // Texture = BlockTextureLinker.TextureMap[BlockTextureLinker.GetTextureNameFromID(4)] //}; //Tesselator.Generate(); //mesh = Tesselator.GenerateChunk(chunk1); //Chunk chunk1 = ChunkGenerator.GenerateFlat(earth, new ChunkLocation(-1, -1), 4); //Chunk chunk2 = ChunkGenerator.GenerateFlat(earth, new ChunkLocation(-1, 0), 3); //Chunk chunk3 = ChunkGenerator.GenerateFlat(earth, new ChunkLocation( 0, -1), 2); //Chunk chunk4 = ChunkGenerator.GenerateFlat(earth, new ChunkLocation( 0, 0), 1); /* * * * Chunk block generators * generates blocks... in a chunk :))) * you could manually do them too * * */ for (int x = -1; x <= 1; x++) { for (int z = -1, total = 1; z <= 1; z++, total++) { Chunk chunk = ChunkGenerator.GenerateFlatGaps(earth, new ChunkLocation(x, z), 8, x + 3, z + 3); //Chunk chunk = ChunkGenerator.GenerateFlat(earth, new ChunkLocation(x, z), 1); BlockMeshGenerator.GenerateChunk(chunk); earth.Chunks.Add(chunk.Location, chunk); } } Worlds.Add(earth); Inputs.Keyboard = KeyboardState; Inputs.Mouse = MouseState; CursorVisible = false; CursorGrabbed = true; base.OnLoad(); }