Super cool! Really enjoyed your explanation. You'd make a wonderful lecturer.
im astounded by cpp + ts
15:35 ...the idea being If you start draining liquid from the ocean you're never feasibly going to see the difference of that drainage... SciCraft enters the game ;-) Technical redstoners tend to push an engine to its limits -- especially making LARGE perimeters where they remove every block. You may need to re-consider having source water blocks vs flowing water blocks for these situations.
There's wine in your game ðŸ˜ðŸ’€
7:49 You'll want to replace line 505 of rand() a server-client sync'd provided RNG seed to avoid multiplayer issues (assuming you are using a system rand() and not a chunk provided rand().)
4:11 Could clarify the 4 bits being used for volume. It sounds like you have a bias of 1 so you can have the full 17 quantization levels (0, 1, 2, .. 15, 16) since 0 would just be a different block type? i.e. 0 -> 1/16 = 6.25% full 1 -> 2/16 = 25% full : 15 -> 16/16 = 100% full
Awesome project. Question, how do I start s a beginner who isn't in school, can you provide a roadmap
Does your engine do cubic chunks?
I saw your greedy meshing and noticed your uvs on the sides aren't right despite being correct on the top of blocks
@novatheprotogen2794