As previously mentioned, I’m having a crack at building my own voxel engine, because that’s the sort of thing we do for entertainment around these parts. Here’s how it’s looking after a couple of evenings of development.
Day 1 : Pain, then triangle!
Ah, new projects, starting from scratch - always such fun…
So yeah, most of the first day’s development time was spent swearing at my computer in a vain attempt to get it to do anything. About typical for starting a fresh project with new tools, really.
I’ve pretty much had it with java development, but that’s a rant for another day. As a .Net web-monkey by day, I’m switching to a platform I actually like working with and giving SFML.Net a try. So, most of day 1 was spent in standard open source project user fashion - figuring out the inconsistencies between the documentation, the samples, and the current release. Joy!
Eventually, after much annoyance I managed to get this amazing triangle to appear on my screen. Well worth 3 hours of effort, I’m sure you’ll agree.
Yep, that’s a triangle. It sure is… triangular.
Day 2 : A wild Block appears!
With my new triangle rendering skills, day 2 went a lot smoother. It didn’t take a huge amount of modification to turn my single triangle into a perfectly rendered cube.
A cube, yesterday
And with cubes working, it wasn’t a huge step to a 16x16x16 array of cubes, or Blocks.
A voxel box - a boxel?
Yeah, we’re really pushing the envelope now
The eagle eyed might notice that there’s a bit of a problem with the rendering order - the blocks on the top right are overlapping blocks they’re supposed to be behind. I’d fix it, but I’ll be rewriting the block rendering to work as a single mesh anyway rather than a bunch of individual cube meshes so there’s not much point.