@glaucomardano said:
I wonder how the blocks are created.
The blocks are just 6 planes movedrotated so they form a nice cube :)
They are then organized in a BinaryTree to pinpoint their "LivingRoom" as quick as possible.
Sure they are also GeometryBatchFactory'd after the process :)
A month or two ago we used Boxes. But somehow we weren't pleased with them since
it made the lighting harder for us. Maybe because our lack of game dev experience :P
So we decided to change everything to a 6-planes-are-a-block-system :)
@normen said:
Nice one :) Looks like you are taking advantage of jME3's features in many areas, nice to see. GL with this one!
Thank you normen :)
Yeah we for sure use a lot of jME3 features.
This engine opened a complete new world to us since we are not that experienced in game development
but in programming. So with a bit brain and time it's possible to do amazing stuff in jME3. :)
@phr00t said:
What happens if we don't want the textures to change? :P
Haha, When the game will go eventually live in a few years we will make a "spongebob in plasmaclouds with placeholder lightblocks" texture pack just for you :P
Greetings and thanks for jME3 (and jMP) guys!
-imax.
One question I wonder about however, whxy did you decide to make the server in c and the client in java?
Usually most persons I know are more or less fanatic about on of them and hate the other. I wonder why you decided to mix both? Surley there are good c 3d engines as well as there are possibilities to write a server in java.
One question I wonder about however, whxy did you decide to make the server in c and the client in java?
Usually most persons I know are more or less fanatic about on of them and hate the other. I wonder why you decided to mix both? Surley there are good c 3d engines as well as there are possibilities to write a server in java.
Hi!
Since we don't have unlimited resources and we wanted to highly optimize the server to be able to handle massive amount of people
we decided to write the server in C. We also wrote the server with scalability in mind.
The client however started as a prototype with jME. But since it works really nice we are in the process now to clean up the
prototype code and keep it as our real client :)
There are some minor points where we wish we would use CC++ for the client (lack of unsigned -> bitshift party) :D
We are using our own UDP protocol for communication. But we decided to port it sooner or later to TCP
because some unpredictable problems we encounter rarely...
We are no fanatics. If it works we use it. We have plenty of languages we could implement it in.
But the fact jME works so nice we for sure stick with java for the client :)
@EmpirePhoenix said:
Usually most persons I know are more or less fanatic about on of them and hate the other.
I think C is a fine language, C++ is what (rightfully) works like a nauseant to most java developers, as they know how *proper* object oriented programming should look like ;)
@pspeed said:
What are you talking about? Have you looked at >>> versus >>?
Hi!
Sure there are ways to do it. But the fact that we have to use the next bigger type just to get the unsigned value is
somehow strange java stuff :)
But yeah. We only have to do this in the network layer so it's OK.