Minecraft WebGL Project Core
Credit to @duck132912 for the menu. Thanks a bunch!
This is the final version of my WebCraft and MC-Engine projects. I merged them into one, and added a menu. (Once again, thank you, @duck132912!) Multiplayer is coming NEVER due to the fact that it would be almost impossible to get to work perfectly. I am ending the WebGL Minecraft project here and now.
PLEASE UPVOTE IF YOU ENJOY!!!
I will be experimenting with Voxel.js, so stay tuned!
I might just be able to make a multiplayer version using Voxel.js instead of WebGL.
EDIT: Click the open in new window button otherwise it just won't look very good.
EDIT EDIT: Thanks for all the upvotes, guys! I really appreciate it!
EDIT EDIT EDIT: Thanks for making this post the front page!
I noticed you appear to be rendering each triangle individually, and doing frustum culling on all of them. I know that seems like a logical way to improve performance by minimizing the number of things being rendered, but it's actually a trap.
WebGL can easily handle 1000x more rendering than you're supplying it right now. The bottleneck comes from making too many individual draw calls. It takes longer to render 1 cube with 12 individual triangles than it would to render 1,000 cubes stored in a single buffer with 1 draw call.
@amasad Well, I was experimenting with Voxel.js and realized that I don't have admin in the bash shell, meaning that I can't use the browserify command to compile the scripts. I therefore cobbled together this instead of using the Voxel.js engine. I'm still looking for ways to run Voxel.js scripts on Repl.it. You can see the tutorial at http://voxeljs.com.
there is one thing that is when u dig down continuously u fall into the void but u don't die u just continuously fall down but other than that this is EPIC
When you think you're good at programming and someone makes this.
ITS JUST AMAZING :D Please don't stop working on it!! It could be so cool!!!!
The quality of the textures is a little disappointing. Make sure that when you're resizing the images you're doing it with a point filter or whatever it's called. Makes it so it doesn't fade. I have no clue what the WebGL code is for it though.