0.1.0
Good afternoon,
pretty excited about this one, since with this release all the foundational systems are present in some way!
This then marks the beginning of the 0.2 development cycle where I'll focus mostly on building up a simple Hack'n'Slay Rogue-lite.
Regarding this release: most work went into the overall architecture, to make the game easily extendable/more modular. One could for example simply replace the way the sky is rendered via some third-party crate, without the core game needing to be changed in any way. Apart from that one of the bigger additions was the firt Mob, which you can already interact with (although they won't hit back... for now).
See you next week,
Ben
Changelog (summary)
- Fix: Fixed missing blockfaces in dense chunks
- Add: We have crabs, which can wander/take hits/die and drop items
- Minor: Switched from deno_core to v8, greatly decreasing executable size
- Minor: UI improvements
- Minor: Better explosions that repulse entities/damage mobs
- Minor: Somewhat nicer hand
- Minor: Windows builds now have icons/metadata and updates/refactor
Fixes
Fixed missing blockfaces in dense chunks
Because chunks are now 32^3 instead of 16^3 we ran into issues with using 16-bit indices in very dense chunks. Switching to 32-bit indices fixed that issue and so far performance doesn't seem to have been impacted at all.
New stuff
We have crabs, which can wander/take hits/die and drop items
Their physics are still quite janky, and their behaviour is pretty boring it is a first step. Also experimented with animation here and went for the simple route of just having multiple voxel meshes, one for each frame, which I think looks kinda nice, and most importantly was quite simple to create.
Minor changes
Switched from deno_core to v8, greatly decreasing executable size
While this decreases executable size, this should also increase performance (though I didn't measure), since we can interact more directly with the underlying V8 runtime, and not have to go through that.
UI improvements
Cleaned up a lot of little issue, hope you like it
Better explosions that repulse entities/damage mobs
Explosions now throw ItemDrops/Mobs around and damage them, additionally there is a small chance that a block that has been removed by an explosion will be mined, so you get a couple of items that way.
Somewhat nicer hand
Didn't like the old one at all, although this one isn't much better, expect another version next week :)
Windows builds now have icons/metadata and updates/refactor
Not much to add here