feat: shadows, baked vertex AO, post-processing + central config.js
Visuals:
- PCFSoftShadowMap (2048²), directional light follows player with a tight
shadow frustum (SHADOW_AREA) for high texel density; opak blocks cast+receive,
water receives.
- Baked vertex ambient occlusion ("smooth lighting"): per-vertex solid-neighbor
lookup (0fps algorithm) written into a color attribute, with flip-triangulation
to avoid brightness seams across quad diagonals.
- EffectComposer: RenderPass -> UnrealBloomPass (subtle) -> OutputPass with
ACES filmic tone-mapping + sRGB. HalfFloat render target (anti-banding) + MSAA.
Controls:
- Sprint moved from Ctrl to Shift (Ctrl is problematic in browsers). Shift in
fly mode still means "descend" (no conflict, sprint only applies when walking).
config.js:
- New central js/config.js for all tweakable values (world, performance,
renderer/tone-mapping, sky & fog, camera, lighting, shadows, bloom, AO,
player physics, mouse sensitivity, reach) with SHADOWS_ENABLED / BLOOM_ENABLED
feature toggles. Structural engine constants stay in constants.js.
- SEA_LEVEL / WORLD_SEED moved constants.js -> config.js (consumers rewired).
Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
1 parent
1049253d54
commit
f009789c42
9 files changed
+282
-59
No files matched your search
+3
-2
@@ -1,10 +1,11 @@
|
||||
// Globale Konstanten und Block-/Biome-Definitionen
|
||||
|
||||
// --- Welt-Dimensionen ---
|
||||
// Hinweis: SEA_LEVEL und WORLD_SEED sind einstellbar und liegen in config.js.
|
||||
// Chunk-Größen sind strukturell (Array-/Mesh-Größen) und sollten NICHT geändert
|
||||
// werden.
|
||||
export const CHUNK_SIZE = 16; // X und Z Ausdehnung eines Chunks
|
||||
export const CHUNK_HEIGHT = 64; // Y Ausdehnung eines Chunks
|
||||
export const SEA_LEVEL = 26;
|
||||
export const WORLD_SEED = 1337;
|
||||
|
||||
// --- Block-Typen ---
|
||||
export const BLOCK = {
|
||||
|
||||
Reference in new issue
Block a user