The Final Chunk System
Well the chunk system re-write took a bit longer than I anticipated and it also turned out to be a bit more performance savvy as well! It took quite a bit of additional work to get the mod files to play nicely with world saves.
If you scroll down a bit on the text page below this you'll see how long it takes to generate a chunk and how long it takes to load a chunk. Personally I think 3ms (milliseconds) is pretty fast. Of course I could eventually make it a bit more of an asynchronous task but I think this will do for now. Do keep in mind that these speeds are from a non-YYC build of the game (slower version).
Here is a link to a pastebin of the log file: http://pastebin.com/Kd6B65kd
(Shows time spent on chunk updates)
Improved Visuals
[img=http://www.seabassandgazellestudios.com/uploads/2/0/5/7/20577194/7596784_orig.gif]
While you may not have noticed it, the objects in the world originally did not move properly with the 3D camera and appeared to be floating off the ground. After doing some rather silly fixes to the math behind it, it is now all in working order.
Running Animation
[img=http://www.seabassandgazellestudios.com/uploads/2/0/5/7/20577194/8474647_orig.gif]
I recorded the above gif at about 40 fps so it is a bit slow but bare with me. Panos put a lot of time into the front running animation and has started work on the side running animation. As the lead developer of this project I just want to say how refreshing it is to see the game feel so alive.
Custom Terrain
If all that wasn't enough I also implemented custom textures so that you mod developers can replace the world terrain with any lovely texture you want. This is already fully functional and interchangeable. I think it was worth the extra time to implement it because it greatly expands the potential for mods.