2015/10/13

DISCLAIMER: These notes are from the defunct k8 project which precedes SquirrelJME. The notes for SquirrelJME start on 2016/02/26! The k8 project was effectively a Java SE 8 operating system and as such all of the notes are in the context of that scope. That project is no longer my goal as SquirrelJME is the spiritual successor to it.

00:30

I should make the generators for levels nicer, along with changing the VoxelIterator to a ChunkIterator and WorldIterator. They are similar except that the ChunkIterator would be limited to a single chunk (a bit faster I suppose) and would make random generation easier without walking off another chunk.

01:07

Trying to sleep, but I realized why my radar seems a bit odd at the zero axis. Well, I expect the internal ID (which consists of X/Y/Z as a 21-bit int) to be signed, however my reverse operation gives unsigned results. So that needs fixing.

17:24

My new WorldIterator and VoxelIterator appear to work better because the radar is not messed up currently. Time will tell if it is wrong though when testing the game more. Splitting these up will make operations simpler with regards to modifying single chunks.

20:10

Bit operations may be faster.

20:53

Thinking of not doing texture mapping, just having it very flat shaded. I will need color dipping for light levels and distance determination however. I can use normal sounds though, since I happen to have an entire sound library I purchased and have never used. But the sprites could be NES style and such.

23:22

Thought I messed up the position stuff again since the radar was blank. However the generator is at fault as it never generated blocks with the new code. Before blocks in a chunk were just masked which meant that negatives would be in the opposite direction. Now they are capped and always between the specific dimension for the block. This is both cleaner and allows for potential sharing of data between multiple chunks. It also makes negative and positive positions the same. The generator is just given the inner tile position, now it must be given the world tile position too. And after fixing that, there is random block data in the radar again.