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getTexture(res/bar.png) = 38 glGetError 0x500 getTexture(res/terrain.png) = 3268 glGetError 0x500 getTexture(res/border.png) = 43 getTexture(res/spiral3.png) = 202 glGetError 0x500 getTexture(res/numbers1.png) = 203 glGetError 0x500 getTexture(res/b.png) = 887 generateTerrain = 2234 glGetError 0x500 getTexture(res/c.png) = 563 setLighting = 1332 glGetError 0x500 getTexture(res/d.png) = 623 generateMeshes = 14940 CLEAR_BUFFER = 0.40912762 %  UPDATE_MATRIX = 1.3650019 %  CALCULATE_FRUSTUM = 1.1496224 %  BIND_TEXTURE = 0.35430378 % 
Any chance you can post how to get the source code going on say a Windows 7 setup.spsn wrote:We work on Blocky a bit most every day, so it keeps on growing. Like just last week we still had the leaf code for the trees putting leaf blocks where the tree trunks are supposed to be, so some of the trees looked all funny.
Here is the source code for Blocky as it is now: http://www.4shared.com/zip/5YkuUM9b/blocky-src.html
The source is for the game, the rendering framework and the support libraries, with LWJGL of course. In the form of Eclipse projects so it is easy to work with on PC (where we do our dev, we just compile and test on the RasPi).
The texture atlas that Blocky uses (res/terrain.png) is a 3rd party texture atlas that is compatible with Minecraft and there are still lots of blocks we have not yet added to Blocky, so a fun exercise to start with is maybe to add some more block types and see them actually work in Blocky. Or you can create a whole new texture atlas of your own with your own layout (that's how we started).
If others play around with the code, improve it, have fun and maybe learn something in the process, that would be great. We ourselves will off course keep working on it.
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Build path specifies execution environment JavaSe-x.x. There are no JREs installed in the workspace that are strictly compatible with this environment.