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2 Commits

Author SHA1 Message Date
0x01FE
fc4960f25d added new picture to readme 2025-11-18 19:54:51 -06:00
0x01FE
2d30ce1cb9 fixed collision 2025-11-18 19:51:09 -06:00
5 changed files with 22 additions and 7 deletions

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@ -41,3 +41,9 @@ When placing a block, the program now raycasts to place where the camera is look
It took me a couple of days to fix the ray casting. I forgot that my mesh is offset by 0.5, so 3/4 raycasts looked at least a block off of what the camera was looking at.
![Hello, written in blocks on a dirt plane](.attachments/fixed-raycast.png)
## 0.7.0 : Physics - 11/18/25
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)

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@ -6,7 +6,7 @@
#include "World.h"
const float CAMERA_HEIGHT = 0.0f;
const float CAMERA_HEIGHT = 1.8f;
const float GRAVITY = 18.6f; // Should be in m/s^2 but it doesn't really work out with 9.8 so we double it
class Camera
@ -22,6 +22,8 @@ class Camera
glm::vec3 forward_velocity;
glm::vec3 vertical_velocity;
bool grounded;
float speed;
glm::vec3 worldUp;
@ -42,6 +44,8 @@ class Camera
glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
this->up = glm::cross(this->direction, right);
this->grounded = false;
}
Camera(glm::vec3 pos, glm::vec3 target, float speed)
@ -60,6 +64,8 @@ class Camera
glm::vec3 right = glm::normalize(glm::cross(up, this->direction));
this->up = glm::cross(this->direction, right);
this->grounded = false;
}
glm::mat4 getView()
@ -100,8 +106,9 @@ class Camera
target_position[axis] += position_delta[axis];
glm::vec3 aabb_center = target_position + aabb_center_offset;
glm::vec3 min = glm::floor(aabb_center - aabb_half_dims);
glm::vec3 max = glm::ceil(aabb_center + aabb_half_dims);
glm::vec3 adjusted_center = aabb_center + glm::vec3(0.5f, 0.5f, 0.5f);
glm::vec3 min = glm::floor(adjusted_center - aabb_half_dims);
glm::vec3 max = glm::ceil(adjusted_center + aabb_half_dims);
bool collided = false;
for (int x = min.x; x < max.x && !collided; x++) {
@ -120,12 +127,14 @@ class Camera
this->position[axis] = target_position[axis];
} else if (axis == 1) {
y_axis_collided = true;
grounded = true;
this->vertical_velocity.y = 0.0f;
}
}
if (!y_axis_collided) {
this->vertical_velocity.y -= GRAVITY * time;
grounded = false;
}

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@ -77,7 +77,7 @@ std::optional<std::pair<glm::ivec3, glm::ivec3>> World::raycast_voxel(glm::vec3
// Adjust start position to account for voxels being centered at integer + 0.5
// (voxel at pos (0,0,0) occupies space from (-0.5,-0.5,-0.5) to (0.5,0.5,0.5))
glm::vec3 adjusted_start = start + glm::vec3(0.5f, 0.5f, 0.5f);
glm::ivec3 pos = glm::ivec3(std::floor(adjusted_start.x), std::floor(adjusted_start.y), std::floor(adjusted_start.z));
// std::cout << "[RAYCAST] Starting voxel: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;

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@ -17,7 +17,7 @@ const int EDIT_RANGE = 5;
// Jump
const float JUMP_COOLDOWN = 0.0f;
const float JUMP_POWER = 10.0f; // Initial Jump Speed
const float JUMP_POWER = 7.5f; // Initial Jump Speed
float last_jump = 0.0f;
// Camera
@ -193,7 +193,7 @@ void processInput(GLFWwindow *window)
if(glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
// camera.velocity -= glm::normalize(glm::cross(camera.target, glm::normalize(glm::cross(camera.target, camera.worldUp)))) * camera.speed * 0.5f;
{
if (current_time - last_jump > JUMP_COOLDOWN && camera.position.y == 0)
if (current_time - last_jump > JUMP_COOLDOWN && camera.grounded)
{
camera.vertical_velocity.y = JUMP_POWER;
last_jump = current_time;
@ -269,7 +269,7 @@ int main() {
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// 2. --- Create a Window ---
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Voxel Engine 0.6.1", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Voxel Engine 0.7.0", NULL, NULL);
if (window == NULL) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();