Sean Barrett live-codes the development of a voxel-based block building game in C, focusing on mesh building and frustum culling.
The audio gets fixed around
Recap and set the stage for the day
Launch the game and consider improving the load time
Chat: "What keyboard is that? Sounds blue"
Having reduced the view distance, disable the texture loading" and launch the game
Chat: "Most people just have a panel below the video"
Chat: "Do you record this time via OBS?"
Chat: "The audio is worse than yesterday"
Try just loading the first texture, launch the game and note the annoying pauses
Chat: "I vote wear it"
Build one mesh per render and traverse the world
Chat: "Clicking sounds are louder than your voice"
Frustrum culling
Call compute_frustrum in render_voxel_world
Launch the game and find that it's drawing half of the meshes
Increase the view_distance, launch the game and find that the frustrum test is being done after building the meshes
Do the frustrum test before building
Launch the game and see the meshes loading, then traverse the world and watch them load in
Do the rendering from near-to-far
Chat: "There was one WordPress site. What was it about?"
Traverse the world and see that the nearest stuff is always built
Build the meshes that are behind us in any order
Launch the game, wait and rotate to find that the meshes are built
Checkin the current status with ~CMirror
Chat: "I'm surprised you use git. It seems like most people doing games stuff don't like it. (I personally love it, but I'm not a game dev)"
Update the TODO list
Chat: "Is that windows xp?"
Write the FAQ
Chat: "Are you famous?"
Chat: "Does Casey drink almond milk at work?"
Chat: "New question: Why 32bit windows?"
Chat: "Q: Is OBBG going to get an electric circuit system like redstone in Minecraft?"
Chat: "Can you please answer my question?"
Chat: "Now for the questions just to continue because no one reads the stuff under the stream"
Chat: "Are you mentioned anywhere else than in the Thanks page in the Quake game?"
Update the FAQ
Chat: "I ask because block manipulation is a sorely lacking part of Minecraft (pistons, pff); having non-text-scripts in-game to manipulate world is great. OBBG is just going for block building at the moment?"
Chat: "Are you employed?"
A few words on the process of game development"
Chat: "Have you tried and do you like Oculus?"
Chat: "Oh okay, the stream will be on YouTube. Yay!"
Add "add lighting" to the TODO list
Add a couple of block types
Chat: "Can I have different block sizes per input set?"
Chat: "Is there going to be more simple examples of how to use stb_voxel_render than the Minecraft map renderer?"
Chat: "How about linked textures?"
Chat: "I need to make a detail (smaller) blocks that only appear when the viewer is near"
Chat: "Connected textures"
On laying out blocks to make them appear c
Why it's here
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What people say. Recommended as an insightful live-coding series on building a Minecraft-like game in C.
a
u/anintegerin r/C_Programming • Recommends
On “C programming talks and conferences on youtube”
…some links:
Sean Barrett, he's the guy responsible for nothing's.org and the general stb based libraries. He has a series of C programming videos based on building a Minecraft like game (for example
Open world block building game part 1 )
Bisqwit's, who does most videos in C++, did actually create a video about making a Doom like engine in C: link to this video
Assembly Assembly has an NES speed coding series:
link to this video
Everyone always links Handmade Hero so I'll let someone else comment on that.…