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    Maintenance Seasons

    I would love to see it in Terasology/Seasons :)
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    Maintenance Seasons

    Updated to version 1.0. Tested, documented and ready for use.
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    Suggested Optional or supported modules for a module

    Ah okay, I see were I went wrong now. I somehow got the idea that the supports tag worked as follows: Machines adds code to make Machines work better with Minions Minions adds supports tag to signify the relation But you actually meant Machines adds code to make Machines work better with...
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    Suggested Optional or supported modules for a module

    The functionality seems useful, but I think it would make more sense to reverse the relation. So instead of Miniions supports Machines -> Allows miniions to operate machines -> requires some machine code within Miniions mod you'd get Machines is enriched by Machines Miniions -> Allows miniions...
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    Maintenance Seasons

    Ah, yes, thanks. I didn't know about these events. I will remove the dayChanged event and change the update code.
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    Implementation WeatherManager

    Name: WeatherManager Summary: A (library?) mod that adds weather to Terasology. Scope: Module Dependencies: MarkovChains Current Goals: Rendering weather Implemented: Global temperate climate simulation, cloudiness wind and downfall Phase: Implementation Curator: DizzyDragon The end goal...
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    Maintenance Seasons

    The mod just sends out seasonChanged and dayChanged events. The mod is able to tell how many days you are into a season, how long each season lasts and what the order of the seasons is. With some interpolation magic it should be possible to implement smooth transitions between the seasons, but...
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    Inactive Liquid Simulation

    Super quick update: :) Bugs are gone :confused: Need to make everything work in the restructure branch
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    Maintenance Seasons

    Name: Seasons Summary: A library mod that adds seasons to Terasology. Scope: Module Current Goals: Add some configuration options (at least season lengths and the starting season). NUI Calendar? Phase:Implementation Curator: DizzyDragon https://github.com/LinusVanElswijk/Terasology-Seasons...
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    Project licensing and contributor options

    I've read this thread a couple of times and until now I abstained from replying, because I have no experience with licenses or licensing. I am now replying because I keep seeing requests for feedback and to at least let you know that I have read it and have and that I didn't see anything I...
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    Inactive Liquid Simulation

    Update: Yay, finally, CAs can now finally spread into other regions. As a consequence, water source blocks are a lot more fun. :p Changes made: UpdateRegions can now communicate with eachother via the UpdateRegionsManager Data buffers are now swapped at the correct time (after all regions...
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    Batch block updates

    Currently, the available WorldProvider interfaces only allow blocks to be updated one by one. The WorldProviderCoreImpl class has two setBlocks functions for batch updates, but these haven't been implemented yet. Updating blocks one by one led to performance issues with the CA Liquid system...
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    Inactive Liquid Simulation

    Update:The system architecture is now finally ready to support CA updates affecting multiple UpdateRegions, thanks to a new UpdateRegionManager. The actual sharing of data between regions still needs to be implemented, but with the new architecture in place, this shouldn't be too much work. The...
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    Tweaking Pathfinding

    You can do a line of sight check between two nodes, to check if you can walk in a straight line between them. More info on Theta*
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    World Generation

    I might have been looking at it from a wrong perspective. The game universe doesn't have to follow same logic as the real world universe, as I was wrongfully assuming. The Dimension definition in the previous MoSCoW makes more sense when I think of it like a mythological universe with a normal...
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    Modding: per-block-storage extensions

    Ah, okay. So if a layer of data is added the data should also be general enough to encourage reuse. To stay with the liquid example: liquid data should be preferred over water data, so it can be reused for oil and magma.
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    World Generation

    Nice and compact MoSCoW list. You called it world generation, but I think the list describes universe generation. :p What do you mean with the shape of the world? Why did you choose to go for a world centered approach (world + orbiting bodies) instead of a sun centered approach (star + orbiting...
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    Modding: per-block-storage extensions

    Very cool. I think I can use this for the Cellular Automata system. I wonder though, does it affect the memory usage of chunks that do not use the extra data (chunks without bookcases)?
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    Tweaking Pathfinding

    There is a paper that formally describes HPA* as way to create abstract graphs and how to search them. The approach used in the paper is defining regions, and using the entrance/exit points on the edges of these regions to create an abstract graph. Yes, the description of HPA* is quite general...
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    Tweaking Pathfinding

    Nice. Do you use the HPA* algorithm, or have you developed your own method to make A* hierarchical?
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