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  1. Immortius

    Tweaking Stackable Chunks

    Ok, here's an example. May be a little hand-wavy, but hopefully will help. In the initial generation module, we have: @Produces(SurfaceHeightFacet.class) public class PerlinSurfaceHeightProvider extends FacetProvider { public process(GeneratingRegion region) { SurfaceHeightFacet...
  2. Immortius

    Tweaking Stackable Chunks

    I probably didn't explain this well enough, but: Facets do not depend on other facets. Facets are basically (temporary) data stores, holding whatever information is produced by the providers. Facet Providers depend on facets (and produce) Facets. This dependency information is used to order...
  3. Immortius

    Tweaking Stackable Chunks

    We could, if we were willing to drop SecondPass generators from all existing world generators. So no trees and anything else that uses that feature. I've been assuming that we would want to maintain at least some of the quality of the world generation over the introduction of vertical chunking...
  4. Immortius

    Tweaking Stackable Chunks

    Progress Update: This has been pretty slow going unfortunately. I discarded the previously mentioned generation framework - it was too slow working directly against noise algorithms (replicating the perlin generator) and wasn't particularly open to optimisation - since it was based on chained...
  5. Immortius

    Main Loop questions

    I think so, yes. Probably don't need two process queue processing, so would go with the pre-update one.
  6. Immortius

    Main Loop questions

    Network system's update is about sending/receiving entities and events, and is best done outside of the main logic update cycle so we have the most up to date information from the previous cycle, and don't have entities created and destroyed in the middle of the updating. It need before main...
  7. Immortius

    Archived Alpha

    I'ld also like a chance to split engine features out into separate libraries, but that can happen post-alpha.
  8. Immortius

    depth of a file, "internal" folder

    There is a fair bit of doco in the various incubator threads, that needs to be extracted out and cleaned up.
  9. Immortius

    Archived Alpha

    Architecturally, what I feel is needed to be generally feature complete are: The things you've said: Vertical chunks Block rework, both on the definition end to be more like prefabs and a review of how they are handled in game (maybe some optimisation). TeraMath (since changing math libraries...
  10. Immortius

    Internationalisation

    It is only "Name" because that is the field of the DisplayNameComponent, if that is what you mean? That bit cannot change because a component can have multiple internationalisable fields. Probably could use a special character at the start of the value to indicate whether it is an...
  11. Immortius

    Internationalisation

    I have been mulling how to do internationalisation for a while - it is somewhat tricky. Perhaps we need a special asset string type, "IntString" - these are identified by a uri identifying a module, localisation file and localisation item. e.g. Some prefab: { "DisplayName" {...
  12. Immortius

    depth of a file, "internal" folder

    Packages is the Java terminology for the source code "subfolders". Probably the weakness here is that Terasology is open source and exposes that information - it is pretty much irrelevant for the majority of users. If you were picking up Unity for the first time, you wouldn't start by...
  13. Immortius

    Terasology Code Style Conventions

    I know I've had this discussion before with someone, but no idea where. Basic conclusion was no code folding - see http://blog.codinghorror.com/the-problem-with-code-folding/ for some reasons. Essentially it bloats code, and hides code smells - if you have 6 different sections of methods that...
  14. Immortius

    Is there an external map viewer? Would that be useful?

    Each block family has an "archetype" block that is representative of the whole, yes.
  15. Immortius

    Is there an external map viewer? Would that be useful?

    I'm thinking things like stairs and fences, where you need to know how to go from the single block definition to all the different appearances.
  16. Immortius

    Is there an external map viewer? Would that be useful?

    Our map data is primarily composed of Json and Protobuf - these are both standard formats that can be loaded by different languages and interpreted reasonably easily. Unfortunately the current chunk format uses some custom structures depending on the representation used in game for the...
  17. Immortius

    depth of a file, "internal" folder

    Our top two packages are org.terasology, which is just to ensure we avoid clashes with any other library - general advice is to use a domain under your control for this (like movingblocks.net or google.com) but reversed, since these are globally unique. Technically modules in the broader...
  18. Immortius

    Skysphere

    Generally. Certainly systems don't have any persistent data. Systems can do things like cache relevant entities or map entities to some internal representation (the physics system does this to hook to jBullet), but this is purely processing related. As far as configuring systems... in the...
  19. Immortius

    Skysphere

    I have to admit I didn't really grok Entity Systems for quite some time myself - there probably needs to be an online course or tutorial focused on the matter, although I'm not really sure the best way to really teach this sort of thing. I'll try to explain how I'ld approach bits of this -...
  20. Immortius

    Archived Game Crash

    What are your computer's specs, particularly the video card? It appears Terasology is crashing establishing the display, so updated video drivers may help.
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