Another way to texturing

HI,

I want to wrote simple game like Mythruna, Minecraft, Bloxel etc. and I have some problems.



I want to create class “Block” and class “Dirt”, “Stone” etc.,but I don’t know how to wrote this.

Please help me :slight_smile:

use voxel world. Create interfaces for terrain types, etc

and btw here are some topics



http://hub.jmonkeyengine.org/groups/free-announcements/forum/topic/simple-voxel-engine-starter-kit/

http://hub.jmonkeyengine.org/groups/free-announcements/forum/topic/voxel-terrain/



you can use http://code.google.com/p/jme3-voxel/ too

Also NOT SIMPLE!!! actually this is more complex than a normal level based approach

@EmpirePhoenix said:
Also NOT SIMPLE!!! actually this is more complex than a normal level based approach


Amen. You saved me from having to write this very thing.

To the original poster, do not confuse "easy for an experienced 3D programmer" with "easy in general". It took me about 3 days to get the initial Mythruna engine done and another two weeks or so to get the lighting, environment, etc. working. BUT I have been programming professionally for almost 20 years and doing 3D graphics in one way or another almost as long.

As @EmpirePhoenix hints at, a simple bound level that you edit in blender and load into your game is far far easier for a beginner. I still think that ultimately, beginners will hit roadblocks but sometimes it is momentum that will carry you through. You'll get much farther along with a simpler approach than a block world.
@pspeed said: BUT I have been programming professionally for almost 20 years and doing 3D graphics in one way or another almost as long.


do you mean playing games? :P

I’ve been playing games for more than 30 years. :slight_smile: I got my first computer 30 years ago. Had access to a real “PC compatible” about three years later.



I started goofing around seriously with 3D graphics around 1992. I played with ray tracers, wrote a few “ray casting” engines and tried to figure out how Doom worked like every other coder on the planet at the time. By 1996 I was trying to write a more general purpose 3D engine in C for my job. Hardware acceleration was not common so it was all software rendering. I followed closely the writings of Michael Abrash and tore up everything I could read coming out of the id camp.



Over Christmas holidays in 1998, for fun, I wrote a Java software renderer for Quake maps. I turned this into a simple portal engine for use in some RPG but never took it further. You can still download that Quake level viewer here: Paul Speed's Java Projects - JQMap It was way more than I needed for my RPG ideas since that was going to use fixed cameras… and that level viewer even back then was fully interactive. Portals slowed it down to about a third. Now it flies.



For the last ten years, I’ve worked doing data visualization. For a good portion of that we were doing rapid 3D prototyping using an in-house Java wrapper around the C++ Open Scene Graph API. http://www.openscenegraph.org/projects/osg



I played with JME for the first time back in 2006 or so… ancient stuff. Goofed around for a few weeks and then had to get back to real work. Which is why my account is almost six years old here even though it was idle for five of those years. :slight_smile:



…oops, I’ve been rambling. I should have just posted a resume. :stuck_out_tongue:

2 Likes