The first version of Voxel Quest (with source) has been released
voxelquest.com
voxelquest.com
Hopefully it gets ported to Mac and GNU/Linux soon. If not, I'd definitely like to try and port it over when I get some spare time. Cheers!
1) Create a bash script to replace the batch scripts
2) Rebuild dependencies for the right platform
3) Ideally have some sort of cross-platform build generation like cmake
4) Pray to your gods $ g++ -Wall -I./SFML-2.1/include compiled/main.cpp -I./glew/include -I./freeglut/include -o voxelquest
compiled/main.cpp:124:19: fatal error: gl/gl.h: No such file or directory
#include <gl/gl.h>
^
compilation terminated.
I can't seem to find gl.h anywhere in your project sources. Any ideas where I can find it?edit: nevermind. It was already installed on my system. Seems to be a few cases where you've used lowercase gl paths in your includes which is breaking on Linux because the paths are in uppercase. Easily fixed with a `sed` script though.
Where can I find your code?
* http://jdebp.eu./Softwares/redo/
Also, drop by on Freenode #VoxelQuest sometime. We're still hanging around in there.
I do not want income from it because I feel this makes me more obligated, and I do not know how much time I can spend down the road (I will still spend time, I just don't want additional obligations hovering over my head) :)
World construction takes a few seconds on my computer, although IIRC some of it is tied to the GPU, but mostly it uses the CPU.
I guess the hardware requirement for this are quite unusual, I have an ATI 6870.
I can remember a recurring bug I had on a blizzard game which happens on the same level all the time, and they refused to fix it because they said it was caused by the AMD driver. That's a bad sign for AMD.
What's the reason behind weird prefixes in source files (like f00300_singleton.hpp)?
This is apparently the same approach taken in the Plan9 source code to reduce compile times, and by basically any language with a module system (except module systems allow you to give the dependencies in each file).
$ wine VoxelQuest.exe
err:process:create_process L"Z:\\Users\\username\\Downloads\\vqprecomp\\bin\\VoxelQuest.exe" not supported on this installation (x86_64 binary)
wine: Bad EXE format for Z:\Users\username\Downloads\vqprecomp\bin\VoxelQuest.exe.
$ wine.bin(52265,0x407fc000) malloc: *** error for object 0x401c2f08: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debugAssuming you just started up, press "g" twice. Move your cursor over a building, it should display a white box around it.
Click on the building. Press "v" to toggle it on and off. Anything more complicated than that you have to get into the code, but you can do some neat things just by editing the shader (GenerateVolume.c"), saving it, then pressing "r" (refresh shaders) in the program (and then press "c" to clear the chunks and refresh them).
Future iterations have much more complex methods for adding arbitrary geometry, as demoed in the videos.
The green box cutaway:
Hold down ctrl (and keep it held), Move it while holding the left right mouse button to get it at the appropriate z level (up/down) You will likely ALSO need to move it on the XY axis holding the left mouse button just to keep it in view. That probably sounds confusing, but in isometric mode keep in mind that xyz in worldspace all project to another xy axis in screenspace. You can see in some videos how I move the cutaway cube down along the z axis while keeping it in the screen by moving it back up along the ground plane (xy).
At 6m44s in this video you can see how it should function when you move the green cube if it is at the right z level: https://youtu.be/R0ul1674F1k?t=6m44s