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exemd

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http://manicdigger.sourceforge.net/

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Hi.

Some info:

- Client is written in Ć programming language and can be transcompiled to many languages. Yet it's still a C# project that runs in Visual Studio. See https://github.com/marioclone/Mario and http://smb.neocities.org/game.html for example how it works.

- Game is currently being made into a commercial product by a big company. It looks beautiful. There is a whole team working on it, including many artists.

In practice you need a texture atlas (http://en.wikipedia.org/wiki/Texture_atlas) to reduce number of meshes. But if you use texture atlas you can't combine surfaces like in the article.

The solution is to create 1 dimensional texture atlas like this: http://manicdigger.sourceforge.net/webgl/data/atlas1.png. Then tile in only 1 direction. Minecraft does it and I first read about it in one of Word of Notch posts - http://notch.tumblr.com/post/176620207/i-rewrote-the-tessela....

It's good enough. Manic Digger (http://manicdigger.sourceforge.net) has great framerate at Pentium 4 and Geforce 2 MX.

But there is one problem: in mipmaps there is bleeding between individual textures. The solution is to use:

     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
It's good on desktop, but there is no GL_TEXTURE_MAX_LEVEL on OpenGL ES and WebGL! I guess it must be done with custom mipmaps or with a pixel shader?

We experimented with this kind of scripting in Manic Digger: http://manicdigger.sourceforge.net/forum/viewtopic.php?f=7&#...

It would be better if it had exposed all the commands from the server modding api: http://manicdigger.sourceforge.net/news/wp-content/uploads/2... . (note: old version)

I think JS would be useful for making Adventure game mode where blocks (script-boxes) contain javascript code that spawns NPCs, defines dialog trees, quests, items.

Another example: Spleef arena control room http://mdgallery.strangebutfunny.net/View?id=103