A week has passed. I have started refactoring the code. But it was not just that. Thankfully :).
Refactoring
Refactoring means redesigning and rewriting some parts or whole of source code to make the structure of the code more understandable, controllable, efficient and prettier. Why? To make building stuff later on easier. Faster. Stronger...
One word - supercode.
They say one should do it from time to time. I'm not sure if you are a good programmer, you need it as much. I know I do.
Now I'm rewriting all the classes building meshes out of cubes, all workflow from chunk with no cubes, through generation of terrain, props, until mesh construction. And more. And it's not finished.
It was not just that. I had some fun too.
Character Studies
I pondered about ingame characters. Up until now I did straight 6 cube character + eyes + props. Cubes had only colors and eyes that showed differences between characters. Not fun.
I drank a tiny beer and have experimented with some more faces. Mustaches. Beards. Haircuts.
I have mixed feelings about them. I don't like this feeling. It shows just how far I am from finishing. I want to add more variety and customizability to the characters meanwhile keeping the overall feel.
Everything takes time it seems.
Post-processing effects
So I went back to something funnier - I have experimented with postprocessing effects.
I liked how it turned the world into a tiny land built on your table when you were 5.
Dungeons
Last, but not least, dungeons are being constructed. Out of thin air and some code.
They are empty and boring.
Last words
This time I'm not sharing the executables yet. I need to finish refactoring and make a sensible mini map for a demo. And I'm working now on lights. Torches. Lanterns. Doors.
A tid bit more time... See you soon!