My project I have worked on a few months ago and now picking up again: The goal was and is to build an efficient and pretty Minecraft world rendering engine.
Features:
-Converting Minecraft worlds to a more efficient file format
-Loading entire map into memory space with a higher compression
-Drawing a larger portion of the map at runtime
-Custom shaders for water reflection, heat haze, animated grass/leaves etc.
V1 was written in C# using XNA
(Don't take this first one too serious xD)
(Nothing special either)
(Showing how big things can easily get @0:40)
(4 chunks loaded to get a rough overview)
None of those featured custom shaders.
XNA was limiting me because it does not officially support DX10/Shader Model 4 and I needed some features to write a more efficient engine. Right now the task is to port the code to C++/DX10 (can be run at DX11 as well).
So behold screenshot No.1
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