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  1. Mike Kienenberger

    Headless support

    I was also considering a rendering subsystem, although I hadn't really thought it out beyond "we need to separate out all of the classes related to a specific rendering system like lwjgl so that they are plug-able and optional". Because it was going to involve a lot of package changes, I was...
  2. Mike Kienenberger

    Headless support

    My headless branch is now runnable without errors. Start it with the -headless option. One obvious missing piece is starting in multiplayer without going through the screens, or some other interface for starting it with the right settings All of the small pieces (assets, nui, gui, shader...
  3. Mike Kienenberger

    Archived Problems with game

    It's a very generic error. It means your computer doesn't currently support some OpenGL functionality. I got this error when my Intel HD on-board graphics chip driver needed to be updated under Windows. Grabbing the latest driver from intel directly fixed it. So sometimes updating a...
  4. Mike Kienenberger

    Headless support

    I hope I'm not intruding where I'm not wanted, but I grabbed a copy of msteiger/Terasology, branch headless, merged in MovingBlocks/Terasology/develop, and started working on it. I took the basic idea of Environment that msteiger developed, copied it out of Engine-tests into engine, and then...
  5. Mike Kienenberger

    Archived Module Improvement Arc

    In Behavior, we are generically creating a component for a behavior actor if the component does not already exist. Do we need to remove this convenience method? Or is there a security fix for it? I guess one possible alternative would be to add a ComponentFactory to the behavior node...
  6. Mike Kienenberger

    Archived Module Improvement Arc

    Caused by: java.security.AccessControlException: Module class 'org.terasology.miniion.componentsystem.action.OpenUiAction' calling into 'org.terasology.logic.manager.GUIManager' requiring permission '("java.lang.reflect.ReflectPermission" "suppressAccessChecks")' at...
  7. Mike Kienenberger

    Tweaking NUI

    I think UIText also needs font size (probably just Font in general). Also adding method-chaining for RowLayoutHint and RelativeLayoutHint. It's only there for HorizontalHint and VerticalHint currently.
  8. Mike Kienenberger

    Archived Module Improvement Arc

    Caused by: java.security.AccessControlException: Module class 'OpenUiAction' calling into 'org.terasology.rendering.nui.internal.NUIManagerInternal' requiring permission '("java.lang.RuntimePermission" "accessDeclaredMembers")' at...
  9. Mike Kienenberger

    Archived Module Improvement Arc

    Caused by: java.lang.NoClassDefFoundError: org/terasology/rendering/assets/TextureRegion at OpenUiAction.onActivate(OpenUiAction.java:54) ~[na:na] ... 33 common frames omitted I think this one is easy -- UIImage requres TextureRegion, along with a few other widgets.
  10. Mike Kienenberger

    WIP [Icons] Various Items .... :o)

    I'm not sure which one you are referring to. Let's clear up some terminology to make sure we are all talking about the same thing. card -- this is what the author of the minions module calls the orange icon with a head on it. Page might have made more sense as they come out of books...
  11. Mike Kienenberger

    AI Kinematic Movement

    Correction: the movement for a minion is 5 blocks per second, not per movement frame. So it moves one block per frame at 200ms. So it's only 20 times slower than what you would expect. Immortius, Now that I've done the work for adjusting for kinematics (although only partially so far), I...
  12. Mike Kienenberger

    AI Kinematic Movement

    I have submitted a patch for pathfinding to adjust the movementDirection input event by several non-vertical factors so that Kinematic's final moveDelta is the original desired position change. Doesn't yet consider gravity, non-zero y input, nor running.
  13. Mike Kienenberger

    Implementation Behavior Trees

    Yes, we can't guarantee an exact destination short of coming to a dead stop and creeping closer, so we need to decide what would be considered "close enough". I'm also thinking .2 for a pressure plate or something like that.
  14. Mike Kienenberger

    WIP [Icons] Various Items .... :o)

    For the minion module, it's apparently more like something you play poker with :) It's a rounded rectangular icon with a picture of the minion you want to summon on it. The existing ones are here: https://github.com/Terasology/Miniion/blob/master/assets/textures/minionicon16.png It's the...
  15. Mike Kienenberger

    WIP [Icons] Various Items .... :o)

    TextureUtil.getTextureUriForColor will generate a solid color 16x16 texture. If we add another method like TextureUtil.getTextureUriCombining(Texture one, Texture two) we might be able to custom color transparent textures with backgrounds without having to constantly create them. I guess the...
  16. Mike Kienenberger

    AI Kinematic Movement

    I don't think we want a non-kinematic system. Mine appears to run about ten times slower than that. But even if it didn't, what you are saying makes no sense! 2 seconds to walk the distance of one block? That's far too slow. The default movement for a minion is 5 blocks per movement frame, so...
  17. Mike Kienenberger

    AI Kinematic Movement

    I will go ahead and just use the existing CharacterMovementComponent information and do my own estimates. Maybe I'm overestimating the effect of the other attributes on the result, and they are insignificant.
  18. Mike Kienenberger

    AI Kinematic Movement

    I am aware of that, and that is why I said "close" and "closer" in the original message. Why do you say that? The kinematic system knows exactly what formulas it is going to apply for the areas I gave above. Any module system will not know those formulas unless the module author actively...
  19. Mike Kienenberger

    Implementation Behavior Trees

    Regarding movement. All of the move code I've seen so far tries to get within .01f of the destination. I initially raised that to .03f in the minions. Honestly, though, .2 or .5 seems like it would be more than sufficient. Do we really need to be more accurate than half-a-block when moving...
  20. Mike Kienenberger

    AI Kinematic Movement

    I am sorry that it was not clear enough from my initial problem description, but this already is a system where the AI sends events each movement frame. The AI system already does the long-term calculations to get us to our spot. In fact, it has calculated where to move with such a fine...
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