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  1. Immortius

    Request Techne model converter / format support

    I am of the opinion that every feature you have mentioned is already possible without custom rendering. :) We have support for an asset called a Skeletal Mesh (you may already be familiar with this, in which case skip to next paragraph). This is basically a mesh that is controlled through the...
  2. Immortius

    Request Techne model converter / format support

    This should be doable, if less than performant. Ideally the mesh would be loaded as skeletal mesh, and then the animations either converted to skeletal animations or left as code that manipulates the bones of the skeletal mesh (which are represented in the entity model as an entity per bone...
  3. Immortius

    Maintenance gestalt-module

    module.info is the default for gestalt-module, but Terasology overrides it to be module.txt to maintain compatibility. If you mean { "id" : "core", "minVersion" : "1.0.0" } then sure, that's valid JSON. IntelliJ formatter would probably alter it though. Good points, addressed...
  4. Immortius

    Maintenance gestalt-module

    Ok, User Documentation is complete and up at https://github.com/MovingBlocks/gestalt-module/wiki Moving this incubator into maintenance.
  5. Immortius

    Resolved Crash as soon as I use the pickaxe on anything

    It should be fixed, will double check.
  6. Immortius

    Resolved Stuck in Awaiting Character Spawn screen

    It is a regression of this fix, will address
  7. Immortius

    Maintenance gestalt-module

    The stuff in green in done, the black is not. But that could be clearer.
  8. Immortius

    Maintenance gestalt-module

    I'm in the wrapping up stages of this now. The library is feature complete, and integrated with Terasology (PR ready for review and merge). I've started work on the documentation - the Quick Start guide is up, and I will do a more thorough user guide shortly.
  9. Immortius

    Faceted World Generation - neighboring data

    In the existing world gen code, this problem shouldn't exist - world coordinates are already used. For instance, in the PerlinBaseSurfaceProvider: Rect2i processRegion = facet.getWorldRegion(); float[] noise = surfaceNoise.noise(processRegion); facet.getWorldRegion() is...
  10. Immortius

    Faceted World Generation - neighboring data

    I'm not sure what you mean. Noise functions should be deterministic and infinite - you don't generate noise for a region, you sample from the noise function. So regions will naturally match up, because they're adjacent samples of the same function. There should be no need for "mirroring" (not...
  11. Immortius

    Resolved Stuck in Awaiting Character Spawn screen

    Good to hear. :) Seems likely this is another "feature" of the way Java extensions are handled.
  12. Immortius

    Resolved Stuck in Awaiting Character Spawn screen

    Interesting. Can't replicate here, so I wonder if this is divergent behavior between OpenJDK and Oracle's JDK, or somehow OSX specific. It isn't that a specific class is being denied permission, it is the ModuleClassLoader being prevented from checking the classloader of a class - but I would...
  13. Immortius

    More Biome Types

    Ultimately I'm not sure whether biomes are needed or not. In principle, if you use things like temperature, altitude, humidity, distance from ocean, soil type and so forth to determine what to generate where, then you should get "biomes" naturally falling out without having to define them...
  14. Immortius

    Maintenance gestalt-module

    Name: gestalt-module Summary: An independent library extracting out the core module support from Terasology Scope: Engine base-library Current Goal: None Phase: Maintenance Curator: Immortius Description: gestalt-module is a library providing support for sandboxed modules that can be...
  15. Immortius

    Revamping Video Settings. :)

    If you want bold or italic, you have to create a bold or italic version of the font. Then using them is a matter of skinning, unless you want to mix them together with normal fonts in the same block of text - we don't have any support for that at the moment, would require a specialised widget...
  16. Immortius

    Main Loop questions

    That's managed within the input system. Besides which, lwjgl's input updates are tied to display updates so you can't actually cycle it any faster. I mean - does any system actually do anything in both preUpdate and postUpdate? If not, why can't the facade just install them in a correct...
  17. Immortius

    Archived Blackscrenn

    I am a little sad to see this confirm that the fix I attempted for this issue didn't work.
  18. Immortius

    Garbage Collection

    We've done little to tune garbage collection at this stage, except switch to Java 7 (which has better garbage collection than Java 6). From what I've seen on a modern PC, garbage collection of short lived objects is pretty cheap. The only effect I've seen is spikes in nondeterministic parts of...
  19. Immortius

    Main Loop questions

    This whole preUpdate/postUpdate thing needs to be reviewed. As previously stated, it is a rough system for ordering updates within the subsystems, and isn't supposed to mean before game logic/after game logic as such. On the updates, yes the game state *can* (but not always) be updated...
  20. Immortius

    Tweaking Stackable Chunks

    This is interesting, although I don't think it would have solved the performance issues. Perlin noise usage by the perlin generator uses a subsampling technique, so a grid of values is read and then interpolated to fill the rest. This means it is much more performant to be able to request a...
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