This week I got the VoxyEngine/Editor working with the loading and displaying of Shionn’s dotmodel files. This will allow reuse of the already generated files that came with the source, as well as the ability to make use of the Dot Modeler as the program to use for generating models for the game. With the help of people from the JMonkey Engine forums I made some changes in the back end to allow for the use of arbitrary RGBA values for block colors where previously colors came from a predefined set of textures that was simply wrapped around each block. The result: improved efficiency and flexibility. We now also batch the cubes for each of the VoxelObject objects together which has resulted in a 1560% increase in frame rate performance of the game. Yes!
I also played around with the bloom effect. What do you think? 😀
So in the end everything worked out well. Two last optimizations that we could make with one being easier than the other are:
- Only add cubes to the scene node that are not completely surrounded by other cubes (easy!)
- Render only the surfaces that can be seen on the outside (harder!)
Estimated time worked: 1 and a half days.
Implemented this round:
- Loading of unexported dotmodel (.dot) objects.
- Vertex Coloring
- Batching
- Enabled bloom effect (minor).
TODOs:
- Hollowing out of objects so that unnecessary internal cubes are not added to the scene node.
- Add a TerraMonkey terrain to the game engine.
- Camera following of player.
- Player controls.
We may not bother about the following for a while since we can always use the Dot Modeler…
- Better VoxyEditor controls.
- Rotation of voxel model in VoxyEditor.
- Loading of DotModeler model files.