example is 6x6x6 chunks that are 16x16x16 voxels (mesh is aware of other chunks):
- E.C.S. > Entity Component System Game Engine Yoiked Random ideas from DivotKey
- Multi threaded Greedy Meshing of 16x16x16 chunk data
- Data compression in mesh VBO's the idea giver guy
- Per Block type Textures (from Minecraft Game) minecraft.net (dont sue me plx its an old asset)
Its an Eclipse project.
- Download Eclipse if you dont have it (for Java developers)
- Download the Dependencies below
- Import the project folder into eclipse ( this repo folder)
- Right Click Project > Properties > Java Build Path
- Setup LWJGL3 paths in a library by replacing the LWJGL3 if its missing
- drag n drop slick-utils3 and command-lang3 into "lib/" folder or adjust path urself.
- w -> move fowards
- s -> move backwards
- left_shift -> speed up
- e -> toggle wireframe mesh
- escape -> close
- Commons-lang3 3.12.0 used
- slick-util3 used the fork floating around
- LWJGL3
I am not working on this anymore, wont be. It's a garbage way of doing things IMO. Flaws :
- "slow"
-
- too many meshes
-
- too many single blocks in memory, generalize the voxel data and not just the mesh, especially air....
-
- greedy meshing.... slow. Sorry, I said it. Still might use it unless I get smarter.
-
- OpenGL (depr. macOs)
- ugly texture repeat because no softening on atlas mapping
- Didn't follow ECS all the way through and made objects.



