max-mapper / max-mapper/voxel-engine
Forcing master branch to render blocks
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- Dominant language
- JavaScript
- Stars
- 1.3k
- Forks
- 217
- PR merge metrics
- No merged PRs in 30d
Description
I opened this ticket because my other ticket #120 seems to be unsolvable, due to shader problems im not experienced with.
My problem is that my project has to have transparent blocks, or partially transparent, my question is, where does the master branch determines if a block should be rendered or not? I'm guessing it has to be somewhere at raycasting but im not feeling sure..
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the master branch's block-rendering path, including the raycasting and shader code mentioned in the issue. Identify where block visibility is decided and determine what would be required for transparent or partially transparent blocks; the issue provides no file or test names to narrow this further.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100