jameshiew / ave Goto Github PK
View Code? Open in Web Editor NEW๐ Voxel and world generation demo in Rust
License: MIT License
๐ Voxel and world generation demo in Rust
License: MIT License
This project looks really interesting. Thank you for sharing it! I have two questions:
My computer includes a NVIDIA GeoForce GTX 1070, but I'm seeing one frame per second performance. Are there any settings that might improve performance?
Is there any way to select a voxel or the containing object (pile of voxels / mountain) ?
Via CLI argument - one of Gouraud, Phong or None
Running cargo check
with Rust 1.42.0 outputs various errors, these should be fixed
cargo check
should also be run as part of CI
e.g. flat world, random pillars, or natural
Also fix up existing formatting
Fix any existing clippy warnings
e.g. when pressing F3, show
The above information is currently logged out at high volume, impacting performance. Those logs should be removed once a debug screen is in place
i.e. unpin dependencies in Cargo.toml
, recurring CI run should do cargo update
before building/testing
Currently arrow keys are used to look around
The mouse should be used instead (and a crosshair should show on screen)
There is a Ticker::run
func which runs a loop that calls a callback which then does rendering and calls event_loop.run_return
to check for events such as key presses. A simple event_loop.run
in the main thread could be used instead - the structure could match much more closely something like https://github.com/glium/glium/blob/master/examples/tutorial-01.rs
To reproduce - swing the camera from looking at an area with fewer polygons to one with more
Seems to happen after having strafed (i.e. held A or D)
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