restore old q&a
This commit is contained in:
parent
14b203571a
commit
c27a6c6c36
@ -2,6 +2,82 @@
|
||||
// to GL meshes, and manages threads that do the raw-mesh
|
||||
// building (found in cave_mesher.c)
|
||||
|
||||
|
||||
// This got lost somewhere
|
||||
|
||||
// Q: How accurate is this as a Minecraft viewer?
|
||||
//
|
||||
// A: Not very. Many Minecraft blocks are not handled correctly:
|
||||
//
|
||||
// No signs, doors, redstone, rails, carpets, or other "flat" blocks
|
||||
// Only one wood type
|
||||
// Colored glass becomes regular glass
|
||||
// Glass panes become glass blocks
|
||||
// Stairs are turned into ramps
|
||||
// Upper slabs turn into lower slabs
|
||||
// Water level is incorrect
|
||||
// No biome coloration
|
||||
// Cactus is not shrunk, shows holes
|
||||
// Chests are not shrunk
|
||||
// Chests, pumpkins, etc. are not rotated properly
|
||||
// Torches do not attach to walls
|
||||
// Incorrect textures for blocks that postdate terrain.png
|
||||
// Transparent textures have black fringes due to non-premultiplied-alpha
|
||||
// If a 32x32x256 "quad-chunk" needs more than 300K quads, isn't handled
|
||||
// Only blocks at y=1..255 are shown (not y=0)
|
||||
//
|
||||
// Some of these are due to engine limitations, and some of
|
||||
// these are because I didn't make the effort since my
|
||||
// goal was to make a demo for stb_voxel_render.h, not
|
||||
// to make a proper Minecraft viewer.
|
||||
//
|
||||
//
|
||||
// Q: Could this be turned into a proper Minecraft viewer?
|
||||
//
|
||||
// A: Yes and no. Yes, you could do it, but no, it wouldn't
|
||||
// really resemble this code that much anymore.
|
||||
//
|
||||
// You could certainly use this engine to
|
||||
// render the parts of Minecraft it works for, but many
|
||||
// of the things it doesn't handle it can't handle at all
|
||||
// (stairs, water, fences, carpets, etc) because it uses
|
||||
// low-precision coordinates to store voxel data.
|
||||
//
|
||||
// You would have to render all of the stuff it doesn't
|
||||
// handle through another rendering path. In a game (not
|
||||
// a viewer) you would need such a path for movable entities
|
||||
// like doors and carts anyway, so possibly handling other
|
||||
// things that way wouldn't be so bad.
|
||||
//
|
||||
// Rails, ladders, and redstone lines could be implemented by
|
||||
// using tex2 to overlay those effects, but you can't rotate
|
||||
// tex1 and tex2 independently, so you'd have to have a
|
||||
// separate texture for each orientation of rail, etc, and
|
||||
// you'd need special rendering for rail up/down sections.
|
||||
//
|
||||
// You can use the face-color effect to do biome coloration,
|
||||
// but the change won't be smooth the way it is in Minecraft.
|
||||
//
|
||||
//
|
||||
// Q: Why isn't building the mesh data faster?
|
||||
//
|
||||
// A: Partly because converting from minecraft data is expensive.
|
||||
//
|
||||
// Here is the approximate breakdown of an older version
|
||||
// of this executable and lib that did the building single-threaded,
|
||||
// and was a bit slower at building mesh data.
|
||||
//
|
||||
// 25% loading & parsing minecraft files (4/5ths of this is zlib)
|
||||
// 18% converting from minecraft blockids & lighting to stb blockids & lighting
|
||||
// 10% reordering from data[z][y][x] (minecraft-style) to data[y][x][z] (stb-style)
|
||||
// 40% building mesh data
|
||||
// 7% uploading mesh data to OpenGL
|
||||
//
|
||||
// I did do significant optimizations after the above, so the
|
||||
// final breakdown is different, but it should give you some
|
||||
// sense of the costs.
|
||||
|
||||
|
||||
#include "stb_voxel_render.h"
|
||||
|
||||
#define STB_GLEXT_DECLARE "glext_list.h"
|
||||
|
Loading…
Reference in New Issue
Block a user