When I converted my python project into exe files, I did not realize that the executable file was broken and not working. Took me more 30 minutes to figure out the problem and solve it.
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When I converted my python project into exe files, I did not realize that the executable file was broken and not working. Took me more 30 minutes to figure out the problem and solve it.
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This was my first time using Python Curses and I guess it works great.
I have added 3 games till now.
The games are:
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Let’s go! My second ship for the project. I reviewed all of the amazing feedback given to me by you guys and started fixing stuff. Hope you give me a good rating.
Missing Features as per Last Ship’s Feedback:
Day 14, 15 & 16
This week wasn’t much productive as I only coded for about 7 hours, and I am worried that I may fail the Lock In sidequest but let’s see. Progress:
INSANE Optimisation. By Insane I mean:
Before -> for 60 fps: Maximum ~5500 blocks
Now —> for 60 fps: Maximum ~330,000 blocks
It’s 60x more powerful!
Refactored all of the chunk files and made multiple files for each task. Half of the time was taken to fix a bug which completely broke the block selection.
Added void damage as suggested in the feedback!
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This is my first ever ship. I have started making my Minecraft clone on the web and this is the first ever version which does not include much but is great to achieve. Before you say, It is not optimized yet and that’s why the render distance is about 1.5 chunks. I am going to optimize before my next ship. Hope this gets successful!
Day 13
It’s actually 1:40 AM right now and I am actually about to do my first ship! The only thing remaining is the banner. Here’s what I did today:
Day 12
I will complete the HUD as soon as possible and then set up the demo, project banner, README, etc because I want to submit this project and mark as made for Physics Engine Sidequest.
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Day 11
Future Plan:
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Day 10
Changes:
Found out a bug where it does not place blocks in the negative x, y and z axes.
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Day 9
Today had been a great progress, though it does not seem that ground breaking.
To-do’s:
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Day 8
I completed shifting to the player-based approach and now I can start making new features again. Now there is no duplication of player y offset.
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Day 7
I have started to migrate towards calculating the player’s stuff based on a new THREE.Group() object called Player. It is not completed yet and will take time to do so.
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Day 6
I worked on the game for about 1.5 hours and while it was quite some less time, I could complete most of my short-term goals. Today was mostly based on Movement mechanics.
To-do’s:
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Day 5
Still, I worked more towards the visuals than any functionality. Here’s what I did:
To-do’s:
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Day 4
Great visual improvements. Most of the time went in figuring out how to make the camera go slightly down when crouching without breaking the collision.
To-Dos:
I will start optimising probably in the next week.
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Day 3
Could not work on this more much time due to my academic classes. I wish that I could though. Just figured out that there is a deadline and now I have to code for 5 hours a day to reach my goal.
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Day 2
This had been a lot of troubleshooting. 6 hours 29 minutes is the time I had been coding. I spent about 3 hours thinking on how to fix my collision system. This devlog is posted one day late due to the maintenance of Hackatime.
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Day 1
Made many more changes!
Added a flat plain
Made the camera controllable
Install Perlin Library
Changed all its vertices’ height according to Perlin.
Colour coded each vertex to either water, grass, or mountain.
The first screenshot is the outcome of all the above.
Added FPS, Memory and Latency stats using a Node Library.
Deleted the plane terrain code
Created a cube for each block and placed it according to its position.
Added chunk system
The second screenshot is the final outcome for today.
I have decided to first complete the infinite terrain generation without optimising and optimise after completing it, so that the difference would be clearly visible.
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I started with basic HTML and JavaScript files.
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