diff --git a/.attachments/data-structure-redo.png b/.attachments/data-structure-redo.png new file mode 100644 index 0000000..36ea6af Binary files /dev/null and b/.attachments/data-structure-redo.png differ diff --git a/README.md b/README.md index bcd9228..cbc3e76 100644 --- a/README.md +++ b/README.md @@ -47,3 +47,9 @@ It took me a couple of days to fix the ray casting. I forgot that my mesh is off Woah! The camera doesn't just phase through placed blocks anymore! The camera can also fall into the void for eternity! So cool! ![The camera, sitting atop a built platform, overlooking another "Hi" built from stone](.attachments/physics.png) + +## 0.8.0 : Data Structure Redo - 11/19/25 + +Final part of the blog post tutorial. Changing the data structure of the Chunk's to store voxels in a 1d array instead of a HashMap. + +![Hi written on a dirt plane in stone.](.attachments/data-structure-redo.png) diff --git a/src/Mesh.cpp b/src/Mesh.cpp index f0b772a..625bc5b 100644 --- a/src/Mesh.cpp +++ b/src/Mesh.cpp @@ -43,7 +43,7 @@ void Mesh::init() { void Mesh::uploadData(const std::vector &vboData, const std::vector &eboData) { m_indexCount = eboData.size(); - std::cout << "Uploading mesh: " << vboData.size() << " floats, " << eboData.size() << " indices" << std::endl; + // std::cout << "Uploading mesh: " << vboData.size() << " floats, " << eboData.size() << " indices" << std::endl; // Bind VAO first, then upload buffer data glBindVertexArray(m_VAO);