Commits on Oct 18, 2013
  1. Moved motd to the separate files.

    Client will now correctly load list of entities from the server when new chunk is generated
    General code cleanup and stability fixes
    committed Oct 18, 2013
Commits on Oct 16, 2013
  1. Added logger support (sl4j + log4j), general code cleanup, reduced in…

    …sane amounts of debug information (to be continued)
    committed Oct 16, 2013
Commits on Oct 15, 2013
Commits on Oct 14, 2013
  1. Fixed a nasty bug with Slick-util hidden texture binding that corrupt…

    …ed the FBO rendering loop
    Added transparent debug via the AMD_Debug extention
    committed Oct 14, 2013
Commits on Oct 12, 2013
  1. cleaned up code a bit

    committed Oct 12, 2013
Commits on Oct 8, 2013
  1. WorldModel will use apache-commons pool implementation to create ligh…

    …tweighted Point objects (stack-based pool will be used)
    committed Oct 8, 2013
  2. Simple client-server game finally works. Fixed numerous cases where t…

    …iles failed to generate correct data.
    committed Oct 8, 2013
Commits on Sep 24, 2013
  1. Most of the issues with spawning entities on server are now fixed.

    getCachedChunk can now work in Cluster Sandboxed mode (usual behavior) or free unsandboxed mode (while spawning server entities on client)
    committed Sep 24, 2013
Commits on Sep 20, 2013
  1. Refactored project a bit.

    Fixed a nasty bug with incorrect entity network packets.
    Entities will be now automatically generated by package classname on the client side.
    committed Sep 20, 2013
Commits on Sep 18, 2013
  1. Voxel renderer supports variable voxel size. will now correctly render ascii-character with blending in the 3d environment (scaling TBD)
    committed Sep 18, 2013
Commits on Sep 17, 2013
  1. Tweaked FBO a bit to support different texture sizes.

    Billboard entity renderer will use FBO-based font texture.
    committed Sep 17, 2013
Commits on Oct 8, 2012
Commits on Oct 7, 2012
Commits on Oct 6, 2012
  1. Added applet placeholder

    committed Oct 6, 2012
  2. Client event manager refactoring, fixed obscure bug with duplicate pl…

    …ayer entity spawn.
    Made main classes foolprof from underlying static initialization of game modes.
    committed Oct 6, 2012
  3. Merge branch 'master' of

    I hate this shit honestly
    committed Oct 6, 2012
Commits on Oct 3, 2012
  1. Cleaned up debug info, fixed incorrect server chunk generation

    (previously server was trying to register already existing entities)
    committed Oct 3, 2012
Commits on Jul 13, 2012
Commits on Jun 28, 2012
  1. fixed something, dunno what

    + missing gson lib
    committed Jun 28, 2012
  2. will now correctly resolve user channel depending…

    … on server type.
    Added simple json serialization mechanism for entity spawning
    committed Jun 28, 2012
  3. Merge branch 'master' of

    committed Jun 28, 2012
  4. synch commit (sigh)

    committed Jun 28, 2012
Commits on Jun 27, 2012
  1. Client will actually spawn player only when it receive spawn event. C…

    …lient will also use coords and uid generated by server
    committed Jun 27, 2012
  2. Merge branch 'master' of

    (sometimes i loath git)
    committed Jun 27, 2012
  3. synch commit

    committed Jun 27, 2012
  4. missing commit

    committed Jun 27, 2012
  5. minor comment cleanup

    committed Jun 27, 2012
  6. Client and Server share same common generator allowing every side to …

    …have specific tile implementation.
    Implemented simple client-server movement event messaging
    committed Jun 27, 2012
  7. Chunk preload and geometry rebuild.

    PC moves to a target player clicked
    committed Jun 27, 2012
Commits on Jun 25, 2012