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Thread: Beautymine V2

  1. #1
    Senior Member Patrickssj6's Avatar
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    Beautymine V2

    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)
    NEED A DISPENSER HERE

    (Nothing special either)
    NEED A DISPENSER HERE

    (Showing how big things can easily get @0:40)
    NEED A DISPENSER HERE

    (4 chunks loaded to get a rough overview)
    NEED A DISPENSER HERE

    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


    Last edited by Patrickssj6; March 26th, 2013 at 12:05 AM.
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  2. #2

    Re: Beautymine V2

    i think this is a fucking excellent idea.
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  3. #3
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: Beautymine V2

    Friggen sweet man. I used to render my stuff using 3ds max but it was a pain.
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  4. #4
    HA10 Limited's Avatar
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    Re: Beautymine V2

    Ha @ Dx10

    Did you look into SlimDX?

    Also minecraft is easy, can be coded in 580 lines: https://github.com/fogleman/Minecraft
    Last edited by Limited; April 1st, 2013 at 06:18 PM.
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  5. #5
    Senior Member Patrickssj6's Avatar
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    Re: Beautymine V2

    My card does not support DX11 (QQ) but the application goes DX11 if the card supports it, otherwise falls back to DX10.1 or 10. It just needs Shader Model 4.0 that's all.

    I considered SlimDX but I needed a reason to finally get around to properly learn C++ ^^

    Added a camera, timing and fps counter. 15k objects in scene


    not sure yet which way I want to go but I will probably scrap my idea of using extensive geometry shaders and just use a constant vertex buffer.
    Last edited by Patrickssj6; April 1st, 2013 at 09:21 PM.
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  6. #6
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: Beautymine V2

    Give us the download!
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  7. #7

    Re: Beautymine V2

    Give us the tags
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  8. #8
    Senior Member Patrickssj6's Avatar
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    Re: Beautymine V2

    Nothing special, just the map converter written in C#. This map converter will read a world file and only extract and decompress the data I need into a single file.

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  9. #9
    HA10 Limited's Avatar
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    Re: Beautymine V2

    Work on mipmapping
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  10. #10
    Senior Member Patrickssj6's Avatar
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    Re: Beautymine V2

    So...there has been a lot of progress and am working right now on a map format.

    I have a question...maybe some programmers could give me an idea:
    I am converting the Minecraft world files in C# to a custom format, where there will be Header sections which "points" to the raw data. The pointing is done by providing the offset from the beginning of the file.
    In my next step I want to load the new map file into memory with C++ and directly map structs onto it. I would like to dereference but of course the "offset points" cannot be dereferenced because the offsets are obviously not the real addresses. So in a step afterwards I would have to update all the original offsets to pointers.

    I was thinking of pointer tables but how do other games or Halo do it (if it all)? Is there a better way?
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