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  1. Josharias

    Can we reduce (faceted) worldgen api complexity?

    Hey all, I am very late to this party... @xTimPugz: The "world" part of "getWorldEntries" is communicating that it is world relative positions, not chunk relative positions. It has been the common naming convention among the rest of the facet methods. But you are right, it does infer that...
  2. Josharias

    FirstPersonViewNode vs OpaqueObjectsNode

    Oh. Light placement... right. That would be problematic. Good call. HUDs and overlays, what you have mentioned sounds reasonable to me.
  3. Josharias

    Directional vs Point lights

    As I recall, there is no special directional light component, so we have a misused LightComponent in its place. Hrm, I suppose that comment should be reworded. I was describing what the reflection light looked like, in my head it looked like a cone of light coming out from source.
  4. Josharias

    FirstPersonViewNode vs OpaqueObjectsNode

    It is possible that resetting the camera to 0,0,0 for doing first person view stuff is the more "correct" way to do it. It smells like it has potential. I wonder if what we are presently doing, with putting objects into world coordinates, is a different mechanism from first person view? More...
  5. Josharias

    Directional vs Point lights

    As far as I have understood, the directional light is really only to simulate general lighting in a solar system. I do not foresee using more than one directional light as there are better ways to provide different kinds of lights like lava lakes and such (like you described).
  6. Josharias

    Implementation Josharias Survival

    Wooden cup that lets us drink water... finally a solution to getting thirsty in game.
  7. Josharias

    Tweaking Manual Labor

    v1.1.0 Add wooden cup Add mechanism to add Drink and Food components to a fluid container based on its contained substance.
  8. Josharias

    FirstPersonViewNode vs OpaqueObjectsNode

    Yes, I just havent gotten around to figuring out how to do this better. Presently held items are being "placed" in world space in order for them to be able to location link to other entities. Ideally, we could still location link this kind of thing, but have it render in the first person...
  9. Josharias

    Suggested Game identity & focus - weave together gameplay better

    Just a couple thoughts now that my brain has engaged... Journal seems to be a similar idea to the achievement systems in other game platforms. I like the way it would tie things together and cause easy ways to add goals to a gameplay template. That way there would be a nice way to "win" a...
  10. Josharias

    Suggested Engine support for a color layer on items.

    Hey Kazimir3701, I have done this fairly successfully already to make buckets that are filled with various fluids. In fact, I am presently in the process of adding drinkable fluids (see WoodenCup.prefab) which could work out well for drinkable potions. The key color changing thing is the...
  11. Josharias

    Design Base Stats System

    I dont know how useful this is, but there is https://github.com/Terasology/RpgSystem that I have not explored to its fullest that has some things on stats.
  12. Josharias

    Request Needed texture list - let Drullkus help texture all the things!

    My programmer art is far from awesome... any improvements on these would be welcomed: Assembly Table - uses basic materials to craft other items and blocks. Made from 1 tree trunk. Tool assembly table - an enhanced assembly table that can assembly tool parts into tools (shovels, picks...
  13. Josharias

    Suggested Base Skills System

    Heyo xtariq. In its current form, you can use the EventualSkills module without the "eventual" part. The "eventual" part is separate from the skill tracking part, so you can extend it for any other purpose. There is already a SkillGivingItemComponent which you can tag on to an item that can...
  14. Josharias

    Implementation Josharias Survival

    Thank you for the feedback @manu3d! Thank you for giving it a shake. :) 1. Agreed, the default should be to only show items you could craft if you had the materials. 2. Yeah, I have been procrastinating getting that hardcoded sort going. I agree that putting the how to craft first would be...
  15. Josharias

    Design More Physics

    Just a quick thought that the physics engine should already be seeing collisions for these entities in the world. I know for the world collisions, it is just missing firing events for those two different types of physics objects. I would imagine there is something simple to get entity-entity...
  16. Josharias

    Implementation IRL Corp

    v0.2.3 - v1.1.1 Fix broken recipes. Migrate to Workstation 1.0.0 Tools and machines now have higher crafting skill requirements than normal tools. Add dependency on PotentialEnergyDevices module Add normal and gloss maps to machines.
  17. Josharias

    Tweaking Manual Labor

    v0.1.0 - v1.0.1 Bug fixes Integrate with Workstation 1.0.0 Metal box recipe change Add wooden display block
  18. Josharias

    Implementation Josharias Survival

    In which Josharias makes tweaks world gen, creates power, crushes ores by machine, makes power tools, and nerfs recipes.
  19. Josharias

    Directed Acyclic Graph based Rendering Pipelines

    I have been poking around youtube lately seeing what the Unreal engine does for various rendering things. It is actually astounding how much general documentation there is in the realtime rendering space. Of particular interest for the DAG is: The rendering overview: It describes how they...
  20. Josharias

    Implementation Shattered Planes

    It seems to me a good idea to change the getRelativeIndex(...) and getWorldIndex(...) protected methods in both BaseFacet2D and BaseFacet3D to public. Making an array of noise seems to be the only path to performance, so having these methods available seems like the only way to go. I havent...
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