Yes Mr Sanders. I'll be bring the game soon enough.
Update: Added an edit mode where you can control the camera, used for debugging. Did some minor refactoring, and cleaned up the chunk renderer.
Currently I'm working on a more flexible collision system for the blocks. The plan is for blocks to register as one of four collision types:
enum CollisionType {
kNoCollisionType = 0,
kFullCollisionType = 1,
kPlatformCollisionType = 2,
kStackableCollisionType = 3
} collisionType;
The first two are what I've currently got. Platform collision type will allow the creation of platforms which can be jumped up onto from below, and only register as a collision when landing on from above. The stackable collision type will be like the platform type, except if there is a stack of stackable blocks of the same type, then you can only land on the top-most one. This is for things like background columns which you can walk through, but also can land on top of. (gah does that make sense? who knows.. but i know what i mean. :D )
Image is of mega zoom.
