Commit Graph

7 Commits

Author SHA1 Message Date
8c701d39b7 [Add] Added detailmap for more detailed terrain. 2025-09-17 23:14:48 +01:00
fa7159587d [Add] Terrain lighting.
* Chunks are now rendered as solid, lit meshes instead of wireframe.
* The GLSL shaders have been updated to a directional lighting model.
* Chunkmes now calculates normal vectors for each vertex to enable the
  lighting.
* Shader class now has a 'set_vec3' method for sending lighting date to
  the GPU.

Bug Fix:
* Resolves visual artifacts and "seams" at chunk boundaries.

Next up:
* To calculate the correct angle for a vertex at the edge of chunk A, we
  need to know the height of the terrain in the neighboiring Chunk B.
Since it doesn't have that information, the GPU's making an appoximate
guess. We need to generate and send a small "border" of height data
along with each chunk, I'll do this by increasing the size of the
heightmap array in the network message so it can hold the 32x32 chunk
plus 1 vertex border all around. MAking it 34x34 for each chunk.
2025-09-16 23:58:03 +01:00
744c41b8ce [Add] Terrain collision and gravity.
Physics and collision system to make players interact with the generated
terraine without falling through the world like lemmings.

It uses a shared bilinear interpolation function for terrain height for
smooth and consistant height queries on the client and server.
2025-09-16 22:13:15 +01:00
7ba0b348bc [Add] Initial terrain generation. 2025-09-16 20:49:00 +01:00
ad2a540554 [Refactor] Unify client and server player classes.
A bit of an architectural change before we progress further. Moved
player code into a shared PlayerBass class to elimnate some severe code
duplication while i was getting things working.
2025-09-16 00:10:35 +01:00
c083df9958 [Change] Implement 3D character controls/rotation. 2025-09-15 21:28:17 +01:00
9615c39e67 [Refac] Separate rendering, game and application. 2025-09-14 16:09:44 +01:00