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  1. Marcin Sciesinski

    Implementation Light & Shadow

    Can we have actually a one place that describes the L&S game play mechanics (at least for the first alpha milestone)? It seems I have a completely different idea from what everyone else has, and most likely it will be different for everybody. Brain-storming is good, but useless if we do not come...
  2. Marcin Sciesinski

    Light & Shadow - Go Implementation Go!

    Can we plan some smaller intermediate (alpha) milestones as well. Each of those iterations (agile term) would end up producing something that can be actually picked up by people and played with and actually enjoyed (providing a goal, apart from running around and exploring). As an example -...
  3. Marcin Sciesinski

    Block Entity Behavior

    Can't wait to get my hands on the changes. I hope the hotel I booked for this week has good Wi-Fi.
  4. Marcin Sciesinski

    Implementation Light & Shadow

    Hmm. I'm a little worried that the first game we release couldn't be played single player... Any plans about an AI opponent?
  5. Marcin Sciesinski

    Implementation Light & Shadow

    We have a giant slime, can we use it instead?
  6. Marcin Sciesinski

    Maintenance Signalling

    Cervator there is no reason to keep a network in memory, and process updates for it, if none of its blocks are loaded and can actually be affected. This is the reason I'm opposed to actually storing the network state in an entity. You either have to store it as an entity in a world (loaded...
  7. Marcin Sciesinski

    WIP [LaS] Light and Shadow - Art Discussion

    Faction based ores, that are used for different crafts might be very difficult to power balance.
  8. Marcin Sciesinski

    Maintenance Signalling

    I don't think creating an entity to store all the network data, or use one of the blocks in a network to store it is an optimum solution. The biggest problems with that approach are: - you are limited to what kind of information you can store in entities (types), - when the entity information is...
  9. Marcin Sciesinski

    WIP [LaS] Light and Shadow - Art Discussion

    I'm wondering, maybe instead of reusing existing minerals (from a mod), introduce your own, and indeed call them "Hearts", "Clubs"... etc.
  10. Marcin Sciesinski

    Block Entity Behavior

    I'm 100% satisfied. :D
  11. Marcin Sciesinski

    Block Entity Behavior

    Immortius I must have blanked out, when you asked me, what would be a use case for knowing when an entity is activated but not when it is recreated (from prefab in case of transient block entities). This is actually the main use case I'd like to use in "signalling" and any other mods using...
  12. Marcin Sciesinski

    Block Entity Behavior

    This diagram explains the life-cycle of a component of an entity. Please keep in mind, that the states (represented by rounded rectangles) are only logical constructs and as such are not represented directly in code. The arrows on the diagram represent events that are generated when a component...
  13. Marcin Sciesinski

    Block Entity Behavior

    I'll be adding to this thread, bit by bit what we came up with. Please correct me, if you see any mistakes. This material, once approved, can go straight to the Wiki. This diagram explains the life-cycle of a Chunk of a world. Please keep in mind, that the states (represented by rounded...
  14. Marcin Sciesinski

    Block Entity Behavior

    I meant OnActivate/OnDeactivate from my diagram (or whatever they are going to be called), not OnLoad and OnUnload. To make sure I understand what you mean: Lets say I have a switch (lever) block that has SignalEmitterComponent in prefab with the default "emit: false". The entity for this...
  15. Marcin Sciesinski

    Block Entity Behavior

    What I was getting to, was that with the current state of states and events it's impossible to do anything more complicated. Systems are unable to track which blocks with a specific component are currently "active" (either loaded or "garbage collected" but in active chunks that have the...
  16. Marcin Sciesinski

    Block Entity Behavior

    I'd like to suggest a little bit different approach. I wrote this TDD on the plane. Let me know what you think. Block state diagram Blocks have 3 states: Does not exist - the block at specific position has not been generated yet. Active - block at that position has been generated already and...
  17. Marcin Sciesinski

    Block Entity Behavior

    For me the onAdded and onActivated being sent, when an "on_interaction" entity is created due to interaction (say, someone looking at it) is still a "no go". The reason is, that the same events would be triggered, when a block is placed, yet these two actions are completely different from every...
  18. Marcin Sciesinski

    Block Entity Behavior

    Another airport and another comment... I see that for you "store" is when the entity (and chunk) is stored in store and removed from memory, while I understood it's when an entity (and chunk) is stored, but not necessarily being unloaded, for example an auto-save feature. I'm also wondering...
  19. Marcin Sciesinski

    Block Entity Behavior

    I'm at the airport now, so just a quick comment, will write more later on. It would be nice to flesh out, what lifecycle events are generated for on_interaction and while_placed block entities. So, if I have on_interaction block entity, is it going to trigger OnAddedEvent for each component...
  20. Marcin Sciesinski

    Inactive Liquid Simulation

    Just wanted to ask, so that bucket does not consume the whole block of liquid (like it does in Minecraft). One block is 1mx1mx1m of liquid (1000 litres), but bucket holds only about 20 litres. So it should be - one block = 50 buckets. If a minimum amount you can represent in a block is above the...
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