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Patrickssj6 Beautymine V2 March 25th, 2013, 11:00 PM
neuro Re: Beautymine V2 March 28th, 2013, 02:26 AM
ThePlague Re: Beautymine V2 March 30th, 2013, 02:40 AM
Limited Re: Beautymine V2 April 1st, 2013, 05:15 PM
Patrickssj6 Re: Beautymine V2 April 1st, 2013, 08:18 PM
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EX12693 Re: Beautymine V2 April 11th, 2013, 10:45 PM
Patrickssj6 Re: Beautymine V2 April 12th, 2013, 07:18 AM
Limited Re: Beautymine V2 April 18th, 2013, 05:39 PM
Patrickssj6 Re: Beautymine V2 June 20th, 2013, 09:41 AM
Patrickssj6 Re: Beautymine V2 December 16th, 2013, 04:44 PM
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Patrickssj6 Re: Beautymine V2 December 17th, 2013, 03:26 PM
Dwood Re: Beautymine V2 December 17th, 2013, 05:07 PM
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  1. #1
    Senior Member Patrickssj6's Avatar
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    Beautymine V2

    My project I have worked on a few months ago and now picking up again: The goal was and is to build an efficient and pretty Minecraft world rendering engine.

    Features:
    -Converting Minecraft worlds to a more efficient file format
    -Loading entire map into memory space with a higher compression
    -Drawing a larger portion of the map at runtime
    -Custom shaders for water reflection, heat haze, animated grass/leaves etc.

    V1 was written in C# using XNA

    (Don't take this first one too serious xD)
    NEED A DISPENSER HERE

    (Nothing special either)
    NEED A DISPENSER HERE

    (Showing how big things can easily get @0:40)
    NEED A DISPENSER HERE

    (4 chunks loaded to get a rough overview)
    NEED A DISPENSER HERE

    None of those featured custom shaders.

    XNA was limiting me because it does not officially support DX10/Shader Model 4 and I needed some features to write a more efficient engine. Right now the task is to port the code to C++/DX10 (can be run at DX11 as well).

    So behold screenshot No.1


    Last edited by Patrickssj6; March 25th, 2013 at 11:05 PM.
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