There are limitations with the current version, notably each world is only one chunk (16x16x128), because generating and rendering each chunk mesh takes a long time, around ~2.5 to 5 seconds, effectively making rendering chunks at runtime impossible (or incredibly annoying for the player to deal with the constant, long lag spikes caused by the mesh generator), but pre-generating more chunks at the start is possible, though it will increase the initial loading time significantly. V : Toggle noclip camera (Creative mode / Debug mode).Q (+Shift) : Drop selected item / block.1-9 / Mouse Wheel : Change selected hot bar slot.RMB : Place / Interact / Craft (Inventory menu).Saving and loading support (+ Autosaves).Procedurally generated islands with different biomes.The game contains randomly generated islands with caves, biomes, ores, tools etc. Added new UI functionalities and animations.Originally made to test out CopperCube engine's capabilities in handling voxel-based interactable environments similar to games like Minecraft, then expanded upon for a "clone" themed CopperCube game jam.Several other small fixes and improvements here and there.Fixed a bug where placing a block on top of farmlands would not break them, now they turn into dirt when a block is placed above them.Fixed a bug where blowing up a TNT near farmland blocks would drop invalid technical/unobtainable blocks. A lot of backend stuff have been improved/rewritten to allow for more possibilities in the future!.Changed the way mob updates work, now only a limited amount of mobs will update each frame, which will significantly improve the performance when a lot (+50) mobs are spawned.Low graphics mode has been tweaked, Shadows no longer get calculated when this setting is on, and unnecessary decorations like the 3d leaves and the grass will no longer show up, as a result, the low graphic mode will now give much better performance (and much faster loading times) when enabled. 4 - switch first person view 3 - switch 3rd person view Note: this is how Id like all npcs to behave, but it seems I will have to manually do a lot of work renaming variables for each npc, because the code for one cannot independently work for another, since the same name variable is copied over.Significantly improved the performance of the game by introducing dynamic collisions.
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