EDIT: check it in a few moments, it's still uploading.
This also means I did a force push, so if anyone checked it out with the intent of using it, then you should start over.
(also, i posted this again before it had finished pushing. give it a few minutes)
md5sum 9383b6a5962b474de5eac9ab35d7eeb1 voxelquest-git.tar.xz
sha1sum ae051d42fe40037a13efd7a1c591b70f37e6aecb voxelquest-git.tar.xz
sha256sum 1e995a2c2533e5ae3f84c82bbb170d217d1a9b3cf834f837723109439b5bb99e voxelquest-git.tar.xz
sha512sum 496821b6938e65fd452d50855abf70171409cdac9a200873f65760c4e9b2d163b64e9e523fc54b8093bbbe923a42e61e3a4c7244e12d64a97b22b8c28d0710ab voxelquest-git.tar.xz
edit: 3tb actually, must have had it upgraded and not noticed.
Moving VoxelQuest to a github organisation might be good too.
edit: an old idea: https://news.ycombinator.com/item?id=6359100
My recommendation is to dive in and code the simplest thing you can think of. When I first started this, I built a software voxel renderer, isometric, using just a pixel buffer (the original intention was to be able to dynamically create isometric pixel art).
I later ported it to the GPU (much harder, and much much faster).
I am mostly "self taught" but would be lying if I said the wealth of information on the web did not help (particularly when hitting obscure bugs). Anyhow, the point is the best part of the journey, in my opinion, is discovering things for yourself, even if you are reinventing the wheel. :)
You'll want to try and avoid its mistakes!
For technical people, I find this method of generating art to be quite empowering. If you can describe things in logical/mathematical terms, you can generate whatever your mind can think up. It generally is not going to win over a skilled artist for most applications, but even traditional pipelines often employ many procedural techniques.
PS: Amazon sucks at life and my package is still lost. Can you bring some spare thermal grease on Monday?
The bug (or how I understand it, which, again, could be wrong) is that that specific shader is mixing sampler2D and sampler3D uniforms, which is forbidden by the Opengl 3.3 shader spec.
The reason it works at all on NVidia cards is that apparently NVidia's shader compiler plays fast and loose with that part of the shader specification and allows mixing sampler2D and sampler3D elements, while ATI/AMD and Intel's shader compilers will fail to compile that shader.
Failure to compile the shader results in voxel quest only rendering the 'ocean' tiles, tree tiles (without lighting), and building tiles (again, without lighting), and everything else as background/sky gradient.
Someone committed a "fix" to one of the github trees which more or less patches out that shader or the offending part of it, but this just means it renders the wrong way on ALL cards, including NVidia ones.
Hopefully it will eventually be fixed properly in an opengl shader spec compliant way.
So. Any chance of a binary or two? :-)
VAT DA FUK!
If someone else hasn't already done it I'm gonna pull these into a git repo to see how everything changes.
The hard part is writing down all the commit messages, reconstructing the development from twitter / blog posts.
Ooh...I could instead zip them all into one giant file and turn it into a torrent. (evil laughter)
I would start with putting header guards in the files and remove the f_xxxx_ from your file (e.g. advanced-renamer can do that for you). Another suggestion would be to put everything the .exe needs into the "bin"-folder, currently your .exe loads some shader from your "src"-folder (or I did something wrong). I would also make a "third-party" folder in "src" and put all third-party stuff in there (also the LodePNG, zlib and bullet stuff in your main.cpp).