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  1. Immortius

    Implementation gestalt-entity-system

    Yes, that's the one.
  2. Immortius

    Problem sending an event targetting a block from client to server

    Events can only be sent from client to server via entities the client owns as a security measure. If this restriction is removed, a client could send events to another client's entity and mess with them (tell them to drop items, walk off a cliff, etc). In general ownership is a strong...
  3. Immortius

    Design For dev meeting: Next steps to make the game attractive for players that like building

    There is code that prevents block placement that intersects with player collision. The player collision may be to wide, or code too stingy. We had a problem before with the UI causing every combination of block being generated, which exhausted the block id pool. Also we still had various byte...
  4. Immortius

    Implementation gestalt-entity-system

    Name: gestalt-entity-system Summary: The entity system from terasology with improvements and cleanup Scope: Engine Current Goal: Pondering Phase: Early planning Curator: Immortius Some thoughts: Switch components to be interfaces, and generate their implementations Improve safety around...
  5. Immortius

    General programming question: method parameters

    There is a lot of instinct/gut feel to how I develop, yes. It is good in a way - I can develop good code fast working like this, but it does need to be reflected on and can make it hard to explain why I did X rather that Y and why Z is bad. I agree there is a balance to be reached. When...
  6. Immortius

    Archived Two wild ideas.

    My long term plan is to split things out as: gestalt-game-assets - interfaces for the assets like Texture, Mesh, Shader, Sound, etc. gestalt-lwjgl - lwjgl implementations for these assets and their systems, and things like nui's lwjgl rendering. There would probably be another library with the...
  7. Immortius

    General programming question: method parameters

    There are a number of "non-functional" attributes that are affected by decisions in this space: Testability Maintainability Robustness Reusability And a few other principles come into play like the Open-Closed principle. Firstly, from a testability perspective, you want code that can be unit...
  8. Immortius

    Maintenance gestalt-asset-core

    This probably falls outside the framework itself (since the framework doesn't know about "start of the game") - but should be achievable in Terasology by having some sort of preload asset list somewhere - possibly on a component in an auto-entity. Or possibly we just need something else that...
  9. Immortius

    Splitting WorldRendererLwjgl

    A chunk has one mesh for each rendering style associated with its blocks . So a mesh for the opaque block sides, a mesh for the translucent block sides, a mesh for the transparent block sides, along those lines. Each mesh contains the geometry for those sides.
  10. Immortius

    Splitting WorldRendererLwjgl

    An alternative possibility would be to have chunks as entities, with the mesh rendered via MeshComponents (probably would need multiple entities per chunk to support the multiple mesh per chunk). This would mean all rendering happens through the standard MeshRendering system (and...
  11. Immortius

    Splitting WorldRendererLwjgl

    I would be more interested in the removal of the music system and physics setup and general world setup from world renderer in the first instance. Having preparation for rendering and actual rendering in the same system isn't as clearly an issue - but it is probably a good idea to split them...
  12. Immortius

    Terasology Code Style Conventions

    Closing this due to being supplanted by checksytle rules.
  13. Immortius

    Maintenance gestalt-asset-core

    Name: gestalt-asset-core Summary: Core asset system library Scope: Engine Current Goal: Integration into Terasology Phase: Integration Curator: Immortius The goal of this body of work is extracting out, cleaning up and improving the core asset system. This includes the management of assets and...
  14. Immortius

    Archived Persistence Ids: Get rid of data that needs to be saved even if the chunk/player is unloaded

    I think at this point we should just forget about persistent ids, change the entity ids to long, and not reuse ids. This solves all the issues and requires the minimum of change. I'm not concerned about a performance hit with this change.
  15. Immortius

    Archived Persistence Ids: Get rid of data that needs to be saved even if the chunk/player is unloaded

    I disagree with this one line. Again, if persistence ids are given to every entity we might as well make it the only id and simplify the whole model. I think it is important to only allocate them to things that are persisted to avoid wasting them though.
  16. Immortius

    Project Logistics Arc

    Good catch - I've repaired this in gestalt-modules and will release a fixed version.
  17. Immortius

    Archived Persistence Ids: Get rid of data that needs to be saved even if the chunk/player is unloaded

    I wrote this paragraph last - I think I basically rambled on and then arrived back at your suggested solution but from a slightly different direction and perhaps with some tweaks. An after thought is perhaps we should really look at using something like OrientDB for persistence - as a graph...
  18. Immortius

    Tweaking Module categories

    If you look at something like how mods work for Skyrim, then order is crucial, but also very tricky for a user to select correctly in the general case. The Skyrim modding scene ended up with multiple mode managing apps to deal with ordering and conflicts. It would be nice to avoid exposing...
  19. Immortius

    Request Techne model converter / format support

    That is what I meant, yes.
  20. Immortius

    Request Techne model converter / format support

    I believe this is all doable under the current approach. But if you really need custom rendering... So the Terasology world is composed of Entities, that have Components. This is a data model - entities are containers with no data of their own, and components are pure value types with no...
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