30/07/2026
I think I worked most of the things out, how to make and switch to vertex array objects
There's an automatic linear depth buffer if you use the built-in OpenGL 3 translations and projections to set up your scene so I can just use those, I don't need to manually hardcode all these...
28/07/2026
The rendering method calling glBegin() and glEnd() is apparently absurdly costly to the central processing unit so I need to take at least a couple of days to learn how to render everything with a textured VBO rather than as individual textured quads I'm a fucking retard
27/07/2026
Trying to get more things into perspective, falling runs on its own timer so that the player doesn't fall down several z-levels in a split-second and to save on the CPU budget (performing checks against all game objects in the chunk as fast as possible) is my reasoning, terrain...
25/07/2026
Terrains now have their own x,y,z co-ordinate variable and are rendered based on that rather than incrementing in a loop, I can test this with Sokoban puzzles, I need to put more than one content in each tile, perhaps terrain will accidentally become the master data type if I don't...
23/07/2026
- The program now consists of a server and client, the user can choose (in a couple of days) to load maps from a clientside folder (singleplayer which isn't going to work) or have the map load over a remote connection to the server (multiplayer). Allowing the user to choose which IP...
22/07/2026
Tested the SDL_net example program with a Russian friend to judge potential latency and packet loss issues and surprisingly for brief amounts of time we were able to relay messages in the chat client - Running it as a localhost or connecting from the external IP address never presents...