Use 2.1, it'll run on anything from like 2004.
Use 2.1, it'll run on anything from like 2004.
Yeah, I realize that now. Updated all the links, here is the link with OpenGL 2.1:
--Link removed, it's deprecated
The world seemed very nice but i found it rather difficult to explore, sometimes when i jumped i would go 10 blocks in the air and other times i couldn't jump at all. whats up with that?
That's a known bug. We don't really have any idea what causes it, but we're debugging our asses of. The physics engine is still pretty glitchy.
Well it is looking really, nice, you where not wrong the movement being buggey, though also there are a couple other bugs i noticed, graphicly it runs pretty good though. Plus plus all round.
My poor old computer got the error compiling vertex shaders even with up-to-date graphics card drivers. I figured that it would happen, because my computer is on its last legs. It's upgraded as much as possible, and still fails hard.
I should be getting a new computer soon, I'll test again once I get it.
those driver thingies should have an autoupdate or something
I think ATi's Catalyst has stared checking for updates recently, and if you have steam installed I think it'll check automatically too.
Tried it out, and it was nice (Except for the reported bugs).
I hope the restrictions of the engine are lifted when the current crop of bugs are fixed.
And please develop a good level saving format? You should really set up a system for saving chunks with extra data, like information about the world format, chunk version, etc. And please don't just use a single byte to signify blocks: Use something just a ushort: A few big minecraft mods will easily use whatever minecraft has left over: Just as well make it big enough to last from the beginning.
Oh, and compress the chunk data.
This engine looks nice, but is it really a voxel engine?
A voxel is the 3d extension of a pixel, it stores only basic information like position and color.
So it can't have any textures applied to it. Your engine looks more like a "cube engine".
Checkout "Voxelstein 3D" which uses a true voxel engine for comparison.
In the data, the voxel is merely a position and a block type, which determines the texture.
So it's still a voxel, just one that at render time has a texture. And when more data is added, it'll still be a voxel because that data is merely stored based on its position anyway. Does a pixel cease to be a pixel when I determine that it's part of a button?
Bu-bu- but I have up to date drivers and a good graphics card! :saddowns:
I can't run it neither, wanted to test me textures.
OH well, my new comp should be here AAANYYYTIIMMEEE
Yeah but it definetly should work for me
Doesn't work here, either. Geforce 525M with 1gb video ram, supports opengl 4.1.
Edited:
Getting the "failed to compile vertex shader" thing.
Error while compiling the vertex shader. This means that you probably have an outdated graphics card driver.
Hardware
AMD Turion 64 X2 Mobile TL-60 Tyler 65nm Technology
3.0GB Single-Channel DDR2 @ 333MHz (5-5-5-15)
GeForce 7150M / nForce 630M (HP)
We plan to lift all the restrictions with the next release, but there is quite a few bugs to fix first.
We are actually using structs containing two bytes to store blocks. The chunks are 32x32x32x2B = 64KiB. We might compress them in the future, but this isn't a priority. We also plan to add a info-file with each world specifying all the world-, landscape-, physics- and renderingsettings.
I believe Matte have done something with the shadercode to allow older drivers to run it, but I cant reach him right now. I'll check later if he uploaded that version.
Edit:
I just figured out my own computer can't run it either![]()
There has seemed to be problems with openTK and NVidia cards so it might be worth checking if its only people with nvidia cards
Oh yea I updated my drivers too, didn't fix it. Sounds like an nvidia specific thing. I'll try it on my old ati computer later.
I have a 6970, and it works for me. Might very well be nvidia.
It probably is, 4890 here, works fine.
Trying out some different seeds. Also, I enabled noclip and all the other stuff that was disabled.
FishFlakes is a pretty good seed.
Block editing is kind of funky.
![]()
What? How did you do that?
Thats what happens when you let programmers loose with your programs :V
I suppose he decompiled the exe
All I did was change some ldc.i4.0 to ldc.i4.1 and vise versa. Decompile and recompile is messy.
Now a days you dont even need to bother decompiling
The update dynamically option seems strange. It works, but only if you actually walk. If you are in noclip mode, it doesn't update the world, and viewing doesn't do it either.
Maybe they are going for a roguelike style
The world doesn't update in noclip, if it had it would be difficult to take screenshots of the world
What do you mean about viewing doesn't do it either?
Suppose so. And I mean like in minecraft, where if you look at an unloaded chunk it will try and load it. Also, you might want to increase the max number of loaded chunks.
We limited the world-size for this teaser. There are 5x5x5 chunks there, we'll at least increase to 7x7x7. We also have some ideas for how to make the viewing distance "infinite"
Yeah, I've been messing with that value as well.
Also, digging is really annoying in this.
Thats why we disabled it![]()
Did you notice that it depends on the direction for how it digs?
We've narrowed this down to a bug in the ray-AABB intersection method. If you know of a fast and simple algorithm, i'll be greatful to hear
You could unproject the center of the screen, but that uses the depth buffer so it will get tricky with transparent things and different shaped blocks. could be worth a try though.
Why decompile or edit the exe, just import the exe and opentk then copy the content to your new folder.
All you really need to run
using System; using System.Collections.Generic; using System.Linq; using System.Text; using Umbra.Engines; using Umbra.Definitions.Globals; namespace UmbraTest { class Program { static void Main(string[] args) { Constants.World.DynamicWorld = true; Constants.World.SaveDynamicWorld = false; Constants.Landscape.WorldSeed = "Vbitz"; Constants.World.WorldSize = 4; Constants.Graphics.AntiAliasingEnabled = false; Constants.Graphics.EnableFullScreen = false; Constants.Controls.CanPlaceBlocks = true; Constants.Controls.NoclipAllowed = true; Umbra.Engines.Main main = new Main(1000, 600, new OpenTK.Graphics.GraphicsMode(), "Umbra", OpenTK.GameWindowFlags.Default); main.Run(60.0, 60.0); } } }
Eh, my way lets you keep the existing UI.
So, why is the character not 3 or 4 blocks ?