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Releases: Lunicen/Block-Forge

Alpha release v0.6.2

14 Dec 13:11
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Alpha release v0.6.2 Pre-release
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Release notes

Final prototype of HUD and ability to modify terrain has been implemented 😃! From now You can also download a binary below to test the engine.
Info: This project will be abandoned soon due to the wrong implementation decisions and need of a complete overhaul of the architecture 🙁.

Added

  • HUD and placing/destroying blocks is now integrated 🎉!
  • Changed current Chunk generation order for better User Experience.

Showcase

HUD_modifying_terrain

Known bugs

  • Placing and destroying blocks has bugged ray casting algorithm. Expect weird behaviour!

Alpha release v0.6.1

04 Nov 10:21
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Release notes

Multithreading implemented 🎉!!! Finally a user can discover the world without encountering the lag spikes that were caused by the sequential terrain generation. We've also implemented a HUD scaffolding.

Added

  • Multithreaded (SPSC) world generation. There is one thread that queues chunks data to build and the main thread handles them ⚙.
    The OpenGL actions unfortunately must be executed on the main thread, that's why it had to be implemented in this way.
    MultiThreading

  • Heads-Up Display (HUD) scaffolding 🖼.

  • Implemented vector based blocks data holding from the hashmap implementation (this gave a huge performance boost and relieved unnecessary RAM usage) 💨.

  • Faster & more stable data structures, thanks to the robin hood hashing library 📄.

Fixed

  • Memory leaks related to the std::unordered_map implementation.

Known bugs

  • Sometimes user might encounter an exception thrown by the Producer thread (std::bad_alloc). It's a completely normal behaviour and should be covered by the try-catch mechanism.

Alpha release v0.6

03 Oct 21:37
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Alpha release v0.6 Pre-release
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Release notes

GPU Optimization update and layer system implementation 📚. Right now you can load much more chunks without noticeable performance hits thanks to the Batch rendering optimization!

Added

  • Batch rendering to the chunks!
    BatchRendering

  • Layer system:
    Provides a convenient way to handle rendering & events

    • OnUpdate() method is called every frame in order to render content.
    • OnEvent(HID) is called to react to the input events.

    The layers should be ordered on a dedicated stack that would handle them.
    Layers and stacks can have custom constructors.
    image

  • Dynamic meshes 💨

  • Structure optimization for less RAM consuming

  • Some debug logs

Fixed

  • Abused references
  • Interfaces inconsistency

Alpha release v0.5

26 Sep 17:44
0c9d3e0
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Alpha release v0.5 Pre-release
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Release notes

Application system overhaul and optimization update 🧰. Optimized building settings and project building is 5x faster right now ⚡.

Added

  • Painting biomes based on JSON with biomes data
    image
    image
  • Application arguments handling
    • --trace enables the most detailed logging
    • --debug enables debug level logging
  • Ability to resize and minimize window
  • Parallel project compiling

Fixed

  • Wrong FPS text alignment (was bottom-left, now it's top-left)
  • Handling keyboard keys
  • Wrong cursor flags while handling the Camera

Alpha release v0.4

22 Sep 22:45
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Alpha release v0.4 Pre-release
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Release notes

In this release the block system was rebuild. Now every block has 6 faces (front, back, top, bottom, left, right). That allows creating various optimizations and now extending the current system is much more convenient for the future developers 😃 .

image

Added

  • Easy block creating based on the texture atlas
    image
    image
  • Improved placing system
  • Back-face culling
  • Model & mesh system

Fixes

  • Huge memory issues with using redundant data (from average 1.9 GB usage to 70 MB!)
  • Wrong biomes placing calculations
  • Blocks positioning (Now block at position 0, 0, 0 means literally that it is in the 0, 0, 0 coordinate)
  • Wrong control-flow in deciding which biome to place

Alpha release v0.3

02 Sep 11:38
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Alpha release v0.3 Pre-release
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Release notes

Biomes everywhere

We did it folks! The biomes system is implemented right now 😃! The current result is shown below. It's still needs to be polished - no textures, lagging etc. but we have something and we are very happy to announce the current results 🥳.

Biomes

Added

  • Multiple biomes generation
  • Basic rendering
  • Simple rendering optimization (hiding blocks that are not visible to player - for instance underground)
  • FPS Counter
  • Render distance tweaks
  • Camera movement with custom key binding (configurable from code)

v0.2

31 Jul 20:57
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v0.2 Pre-release
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Release Notes

Updated environment for better code maintainability. Added basic functionality like main menu and displaying simple square on the screen.

Added

  • Main menu (disabled, but implemented)
  • Basic object displaying
  • OpenGL buffer system
  • SonarCloud analysis
  • Refactoring
  • Better development workflows

Pre-alpha

20 Jul 16:09
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Release Notes

Setup the environment in which the development process could be bearable and even maybe pleasant 😉.

Changelog

Added