Recent content by ironchefpython

  1. ironchefpython

    Using JRuby instead of Javascript for modding

    Why not? Assuming that Terasology has the ability to load Javascript text files, why wouldn't your development toolchain be a text editor and Terasology? Even better, put a text editor into Terasology, and your toolchain becomes Terasology and nothing else.
  2. ironchefpython

    Using JRuby instead of Javascript for modding

    My experience is exactly the opposite. Writing Java means setting up an IDE, managing a dependency chain, worrying about packaging, more dependency issues at deployment, etc. And there are FAR more differences between idiomatic Java and Javascript besides a "slightly different syntax". The...
  3. ironchefpython

    Using JRuby instead of Javascript for modding

    Actually, that was the goal, to open up modding to people who had not previously written mods in Java. My insane goal is for people to be able to use an in-game text editor to write (or more likely modify) a mod, to be able to use an in-game pixel editor to create or modify textures, and use a...
  4. ironchefpython

    Using JRuby instead of Javascript for modding

    You can create dynamic Java objects at runtime regardless of the modding language. JRuby performance is decent, comparable to Rhino The choice of Javascript was based on number of developers who have used Javascript vs. the number of developers who have used other JVM languages...
  5. ironchefpython

    Archived Crafting

    I suppose I should consider that valuable feedback. And yes, FRG was a "Forge" action.
  6. ironchefpython

    Archived Crafting

    That's still a bit derivative. You might take a look at viewtopic.php?f=4&t=275 and provide some feedback.
  7. ironchefpython

    Archived Villages and AI

    Maybe if SOMEBODY were to reorganize the forums so that there were boards for the game engine development, and Genesis mod, Tao mod, and new mod ideas, we wouldn't need to clarify this every time someone has a mod idea. *cough* SOMEBODY *cough*
  8. ironchefpython

    Inactive Creature Definitions

    I understand what you're doing, in that your goal is to build a list of development milestones that provide functionality that support gameplay concepts that are derived from your list of questions. However, in the short term, I'm personally focused on implementing a limited set of behaviors to...
  9. ironchefpython

    Inactive Creature Definitions

    Uhh... sure? How are your mod development skills? :D
  10. ironchefpython

    Archived Computers, machines and riding some pigs

    I agree. Rather than Redstone, I'm envisioning using gears for logic, and steam to transmit power, and axles to apply it to devices. In terms of gameplay, you would place a line of mechanisms from a switch to a machine (or turn it on and off), and place an axle from an engine to a machine to...
  11. ironchefpython

    Inactive Crafting

    I understand what you're saying, and while you might be right, I have no interest in creating a game where the ease of creating content isn't the #1 priority. It's just a personal preference, and I completely understand the point you're making.
  12. ironchefpython

    Inactive Crafting

    Indeed, there are multiple types of games. A CTF game might have zero inventory management, and this is good, because the focus should be on killing people and capturing flags. A dwarf-fortress style should have minimal inventory management and moderate crafting complexity, so you can focus...
  13. ironchefpython

    Inactive Crafting

    In my opinion, the engine should be designed with multiplayer in mind from the beginning. In fact, I'm a little worried that we might fall into the same trap that Minecraft did, by building the single-player engine first, we are making decisions that may make multi-client communication more...
  14. ironchefpython

    World Generation

    That's basically what happens on a torus, except that from the viewpoint of the player, they keep walking through the world without interruption. Yes, you can define any arbitrary point on a isometric grid mapped to a torus, and identify an antipodal point, and at any time you can calculate the...
  15. ironchefpython

    World Generation

    A Banks orbital would take about 285 years to circumnavigate at walking speed, so you could adjust the skybox every 22 hours of gametime and still maintain pixel-perfect accuracy. Still, I adore the idea of a massively multiplayer voxel-world using the scale of a Ringworld. You could have 61...
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