Releases: Divine-Star-Software/DivineVoxelEngine
Releases · Divine-Star-Software/DivineVoxelEngine
Alpha 1.3.1
- Moved examples/tests into their own repo.
- Added a way to add custom data to voxels.
- Shaders are now built using a library called DivineShader.
- Update the TextureManager and changed how to texture animations are handled.
- Namespaced everything including voxel substances and voxel shapes.
- Improved performance for voxel updates.
Alpha 1.3
- Added a plug-in system. The first two plug-ins are Infinite World Generation (IWG) and Physics
- Improved voxel shapes and voxel constructor objects. Each has its own object to build the correct data.
- Redid the data loader from the ground up. A perfect working example can be seen with the Infinite World Generation Test.
- Fixed some lighting bugs with transparent and flora voxels that are also light sources.
- Redid the whole
Constructor
thread tasks system and the voxel update/erase process. - Changed the way shaders are built for the default materials.
- Changed the way meshes are created/stored on the render thread.
- Added floating origin support into the engine.
Alpha 1.2.4 - Explosions And Performance Improvements
- Added a new explosion feature which can be accessed from the brush tool in the
World
thread. - Improved chunk rebuild time even more by changing the methods of face cull and AO overrides.
- Improved add/remove voxel times and fixed race condition bugs.
- Changed the fluid voxel substance type to liquid.
Alpha 1.2.3 - Bug fixes And Voxel Add Screen
I fixed a lot of bugs from the last update and added a voxel select screen for the test worlds.
Alpha 1.2.2 - The API Update
I changed most of the API for working with data in the engine.
- Replaced WorldData and WorldMatrix with
BrushTool
ad theDataTool
. - You can easily build chunks now with the
BuilderTool
. - Tasks such as RGB light updates can be triggered with the
TasksTool
. - Added dimensions. Not everything is implemented yet.
- Updated all examples to use the new player example.
- Fixed a few light update bugs when adding/removing voxels.
Alpha 1.2.1 - The Potato Update
Making this update because people have been having trouble running the engine with the current shaders.
Now there is a graphics settings in the test worlds electron app and options in the render manager to disable shader effects and change the fog mode.
Alpha 1.2 - The Shape And Data Update
- Voxel states now are just numbers.
- Added new voxel shape called "Stairs"
- Changed voxel shapes to have several over ride functions them being:
cullFaceOverrideFunctions
For culling a voxel's face. Returnfalse
to cull the face.aoAddOverrideFunctions
Determines whether or not the voxel should cause AO. Returnfalse
to stop AO.aoFlipOverride
Determines whether or not the voxel for a particular should flip for smooth AO. Returnfalse
to not flip the face.
- Fixed many lighting bugs.
- Changed
VoxelData
andVoxelConstructorObjects
dramtiacltly. VoxelData
only needs to be imported into theDVEW
thread now and a flat binary data buffer is synced between all threads that would need it.- Added volumetric fog.
- Added
DVERW
which is for "rich data". Meaning hashed and stored data. - Added several things that are not all the way done yet but will be worked on later:
- Multi-threaded world generation
- Entity creation
- Item entity creation
- Entity physics system using swept AABB
- Water flow.
Pre Alpha 1.2
This is a pre-release for Alpha 1.2
- Added a few more test worlds. Added a Perlin Noise world.
- Fixed a few bugs related to texture UVs.
- Added filter functions to some Queue functions.
- Removed per-region voxel palettes.
- Added optional FX and Data threads.
- Started working on a way to save and load a region.
- Update the engine settings type to be partial so you do not have to supply the full options set.
- Changed the voxel data type definition and renamed the voxel object for the constructor thread.
- Different voxel states now work.
- Started working on texture overlays.
- Added options to release cached vertex data.
Alpha 1.1 - The Light Update
- Moved
DVEB
andDVEP
into a single object per Constructor thread calledDVEC
.DVEP
andDVEB
still exist but are now underDVEC
. - All light updates whether RGB or Sunlight runs in parallel.
- Added a new object called
QueuesManger
to handle all RGB and Sunlight queues as well as chunk rebuild queues. - Update flora and fluid shaders. Fluid now flows on the sides and flora shaders can be used with blocks.
- Added normals to mesh data.
- Fixed many lighting bugs.
- Added a better sunlight test world.
- Added an easy way to do sunlight propagation.
- Added world columns which are just columns of chunks. and functions to work with them.
Alpha 1.0 - The Mesher Multi Threaded Update
- The engine now uses
Matrix
,MatrixCentralHub
,WorldMatrix
, andMatrixHub
in the builder thread in order to build chunk meshes in parallel. - Added more functions in the
MatrixCentralHub
andMatrix
to handle syncing and releasing regions. - All inter worker communication has been replaced with the new
InterComm
base object. - All classes have been turned into normal objects. You just need to import the engine parts.
- The part of the engine that runs on the main thread in the browser was renamed to
DivineVoxelEngineRender
orDVER
. - The fluid builder thread was removed as it is no longer needed with the updated fluid shaders.
- Added a new optional part of the engine called
DivineVoxelEngineNexus
which makes use ofWorldMatrix
to handle things like entity creation and voxel space reading in a whole separate thread. - Changed the way Voxels and VoxelsShapes are made and registered. Voxels data is now separate from their objects and can easily be imported into any threads that may need it. VoxelShapes are now just simple objects with one function.
- Added the
ShapeBuilder
object toDVEB
to make it easier to build 3d models. - Added a new default shape called
HalfBox
. - Added a new object called
WorldBounds
which handles all voxel, chunk, and region position and key calculations. - Removed a lot of dead code and improved code readability overall.