The first Arcubit prototype builds being rewrite/remasted in progress. The code is messy because it's still not finished! Of course, the code isn't neat or tidy because I was a noob with java and libgdx. The video of this game before the rewite: https://youtu.be/p3Hm1wfeOP4 ----Inputs---- Esc - Exit the game without saving the world. WASD - Player movement. F - Toggle fly mode. L - Reload the chunk and lighting. / - Open the command line. 1(One) - Shot the TNT. F4 - Open the save world. Mouse left click - Breaks block. Mouse right click - Places block. Mouse scroll wheel - select block. ----Inputs---- ----ChangeLog---- ###Performance and Stability Update###: #Runnable. Performances: - Rework how chunks mesh/vertex stored to reduce video memory usage (v-ram). (from 32 to 24 bytes per vertex, saves 8 bytes) #Done - Index buffer is no longer recreated per new chunk mesh, Index buffer is now shared for all chunk meshes. (reduce video memory usage, faster mesh building, and efficient rendering) #Done - Move meshes from chunk to render table for efficient rendering. #Done - Improved chunk mesh-builder for slightly efficient. #Done - Added asynchronous chunk loading to reduce the workload for rendering thread (Improve FPS when loading new chunks) #Done - Implement chunks update queue to reduce checking for a new chunk to update. #Done - Get and set blocks are now faster. #Done - Reduce blocks updates per frame from 200 to 150. #Done - Optimized frustum culling for chunks. #Done - Optimized clouds - both rendering and noise. #Done - Optimized particles. Particles are now pooled to reuse 'dead' Particles. #Working on - Optimized world generator. #Working on - Added VBO option to disable/enable VBO rendering. For better performance for GPU that shares a memory from the system (like integrated GPU), than disable the VBO, else enable VBO if GPU has own memory like v-ram. #Working on - Rework the save system to reuse data buffer. The recreating data buffer on every saves may cause a memory leak. - Working on Additional: - Added option before launching the game. The new option includes fullscreen mode(on/off), VBO rendering(on/off), new world gen option (Hilly land or flat land), and more. #Working on - Added Hilly land world gen for in option (From 3rd Arcubit game) #Working on - Added some more blocks #Working on Changes: - Update the LibGDX from 1.9.10 to 1.9.11 #Done - Update the LWJGL from 2.9.3 to 3.2.3 #Done - Water and plants are no longer shares mesh (both has own mesh and shader) #Done - Tweak some textures. #Working on - Biomes are warped and a bit bigger. #Working on - Improved block ray-cast. #Working on - Rewrite more than haft the game codes. #Working on - Code clean up. #Almost Done Fixes: - Fixed crash on start-up from invalided shader(s) on some GPU. #Done - Fixed Z depth buffer precision loss. #Done - Fixed Incorrect ambient occlusion on 'top face block'. #Done - Fixed slow movement when the player looks up or down while moving. #Done ----ChangeLog---- Note: This game is the first prototype build of a voxel engine. It's very unstable. - AndEditor7