Minetest-c55

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serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Post by serengeor »

I can tell you haven't played minecraft
I haven't tough, i was interested whats this game about :)

I taught it will be something like http://www.miniclip.com/games/motherload/en/ :D

How can the fog do something, if i can see the whole map from the top, I mean the top layer of cubes are allways visible from the top. :roll:
Working on game: Marrbles (Currently stopped).
grumpymonkey
Posts: 222
Joined: Mon Jan 19, 2009 10:03 pm
Location: Miami, Florida
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Post by grumpymonkey »

but in minecraft you cant see the entire map unless you turn off fog, in which case it goes slow as hell
EDIT:
oh, you can play it here http://www.minecraft.net/play.jsp
Image
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

If you`re not using sth Direct3d/OpenGL specific, you should really give the user the ability to switch drivers. I have some (mipmapping maybe) problems with OpenGL and Irrlicht 1.7.1. For how long are you working on it?
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
Revan1985
Posts: 89
Joined: Tue May 08, 2007 4:11 pm
Location: Italy

Post by Revan1985 »

will you not release the source code, right?
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celeron55
Posts: 17
Joined: Mon Nov 08, 2010 9:50 am

Post by celeron55 »

If you`re not using sth Direct3d/OpenGL specific, you should really give the user the ability to switch drivers. I have some (mipmapping maybe) problems with OpenGL and Irrlicht 1.7.1. For how long are you working on it?
It indeed would be a waste of Irrlicht if I didn't give the ability to change driver. I will add it at some point.
will you not release the source code, right?
I think I will keep it as freeware. I might consider releasing the source if I get bored in developing it myself.
roxaz
Posts: 575
Joined: Tue Jan 23, 2007 8:35 pm
Location: LT

Post by roxaz »

heh, this is what i was about to do, but now i probably wont :]
celeron55
Posts: 17
Joined: Mon Nov 08, 2010 9:50 am

Post by celeron55 »

Just to keep the interested people up to date: I released an update with some interesting new stuff.

http://celer.oni.biz/~celeron55/minetest/
BlindSide
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Location: NZ!

Post by BlindSide »

Hey this looks nice. Can we get some technical details on the batching you are using for the blocks? Is it all stored in a single static vbo?
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celeron55
Posts: 17
Joined: Mon Nov 08, 2010 9:50 am

Post by celeron55 »

The surfaces are extracted from the bulk data, tesselated a bit and then drawn without any VBOs or anything like that. It results in a big dynamically changing bunch of meshbuffers of around 100 vertices each. Using VBO's actually slows down the rendering.
celeron55
Posts: 17
Joined: Mon Nov 08, 2010 9:50 am

Post by celeron55 »

I released a new version today. Those interested should check it out:

http://91.155.42.12/~celeron55/minetest/
http://celer.oni.biz/~celeron55/minetest/

I am including the one with the ip address because the server seems to have some dns problems and the domain name will not resolve for many computers.
roelor
Posts: 240
Joined: Wed Aug 13, 2008 8:06 am

Post by roelor »

Minecraft actually runs faster on my pc.. fog off.
Probally since my videocard is the slowest part of my pc. (in comparison)
ent1ty
Competition winner
Posts: 1106
Joined: Sun Nov 08, 2009 11:09 am

Post by ent1ty »

The new version from 26.12. generates quite amazing maps :)

We found this water-filled shaft on one of the island. Here is me standing at the bottom and staring upwards
Image

We were able to light it up with torches, using the the fact that torches don't need air to burn.
Image

This is the shaft from top, after it was completely lighted up
Image

Also, we found a few water-filled caves, which were connected to the main shaft
Image

This all led us to an enormous dry cave system. The first picture is showing just the small half-water-filled enternance. The second is from a bit deeper point
ImageImage
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps

Step back! I have a void pointer, and I'm not afraid to use it!
Luben
Posts: 568
Joined: Sun Oct 09, 2005 10:12 am
Location: #irrlicht @freenode

Post by Luben »

http://www.downforeveryoneorjustme.com/ ... /minetest/ thought i'd tell you.

I'll check this new version out next year for sure x]
GooMan
Posts: 3
Joined: Fri Feb 04, 2011 1:26 pm

Post by GooMan »

Not working :(. Game Crashed.
zerochen
Posts: 273
Joined: Wed Jan 07, 2009 1:17 am
Location: Germany

Post by zerochen »

hi
not sure whether the project is still alive but i found some bugs:
change in utility.cpp by adding .c_str() this lines (msvs says that is wrong)

Code: Select all

s32 getS32(std::string name)
{
      return stoi(get(name).c_str());
}

float getFloat(std::string name)
{
      return stof(get(name).c_str());
}

value.X = stof(f.next(",").c_str());
the app crashes because there is a error in main.cpp
if you commit out this line the app dont crashes

Code: Select all

// Launch pause menu
(new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback, &g_menumgr))->drop();
hope you can find the error somewhere in that class

i have another as the level loads. sometimes you lose the connection to the server because time out. same sometimes in the game

hope that helps
cu

edit:
the error is in

Code: Select all

void GUIPauseMenu::regenerateGui(v2u32 screensize)
line 137:
enlarge the buffer for text maybe from 200 to 400

Code: Select all

wchar_t text[400];
swprintf(text, 400,.....
Last edited by zerochen on Mon Feb 14, 2011 4:27 pm, edited 1 time in total.
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