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  1. Marcin Sciesinski

    Tweaking [Alpha] Modular Computers

    Video showcasing multi-block programmable displays (monitors):
  2. Marcin Sciesinski

    Tweaking [Alpha] Modular Computers

    Video showcasing a new method of World Interaction module - placeBlock. Small program that builds a house of the specified dimensions:
  3. Marcin Sciesinski

    Tweaking [Alpha] Modular Computers

    Video showcasing smooth computer movement and passing arguments to program from command line:
  4. Marcin Sciesinski

    Making singleplayer a special case of multiplayer

    @Immortius you have missed that part: "Assets can be shared between server and client if they are read only. Potentially we could even share chunk data." Also, having "internally multiplayer setup" for testing will not eliminate required double-testing (or triple), since then we might have bugs...
  5. Marcin Sciesinski

    Making singleplayer a special case of multiplayer

    ... though now with the bug where the instigator being received over network is EntityRef.NULL, it's impossible to test anyway. Bugs like that would not have been introduced with complete separation, as they would arise immediately.
  6. Marcin Sciesinski

    Making singleplayer a special case of multiplayer

    Well, at the moment developers have to test twice (or three times if you take into account headless), something I don't bother doing, because starting Terasology to test once is long enough already. So it's possible my mods might not be running in multi-player mode.
  7. Marcin Sciesinski

    Tweaking [Alpha] Modular Computers

    Experimenting with animating moving computer:
  8. Marcin Sciesinski

    Tweaking [Alpha] Modular Computers

    I've recently finally decided to port my in-JVM VM programming language to Terasology and make use of it. The language has syntax very similar to JavaScript, but is a bit stricter (requires semi-colons at the end of statements, all variables have to be declared). This is due to the fact that the...
  9. Marcin Sciesinski

    Is the renderer single-threaded?

    Yes, most of the game is single-threaded. The only instances of multi-threading in Engine/Core are: chunk generation, chunk tesselation and network stuff. I know the Pathfinding is also using threads, but that's a mod.
  10. Marcin Sciesinski

    Tweaking Manual Labor

    Great! Happy that journal is used by other people. :)
  11. Marcin Sciesinski

    Javadoc, modding API, and fun with annotations

    I think the best requirement is to have interfaces documented. This provides documentation for the abstraction and people should start using interfaces a bit more than they probably already do.
  12. Marcin Sciesinski

    Release "Alpha"

    Well, in its current form Terasology has no gameplay, not sure if it's ready yet.
  13. Marcin Sciesinski

    Implementation Block Picker

    1. BlockPicker should not just scan for all blocks/items - instead it should allow easy registering of blocks/items. One of the options might be "scan all in module X". Which could be used for Core? This could be either done via code, or creating a "flag prefab" (similar to recipes) with...
  14. Marcin Sciesinski

    More breaking things to make them better!

    I think you mean to coy "build.gradle" from Core to other modules, not "module.txt".
  15. Marcin Sciesinski

    Tweaking Module categories

    Well, that's only true if players add additional modules on top of the prepared game mode. I wouldn't worry too much about this case, as it will be rare (lets hope) and also - you will never be able to get it right, which is why game modes were introduced as that's what the game mode developer...
  16. Marcin Sciesinski

    Suggested Automatically list summary of module contents

    I'm not sure how viable this might be. Block/item might not have all the information it needs to be displayed due to the fact that prefab that is associated with it might just be a stub that needs multiple other components added or even modified the tiles when the block is "constructed" in game...
  17. Marcin Sciesinski

    Tweaking Module categories

    Ideally, non-gameMode mods should not be overwriting anything. They should just provide systems and prefabs for anything new they introduce. It should be up to gameMode developer to define any overrides and integrating all mods to work together.
  18. Marcin Sciesinski

    [WaS] Tech Tree and Crafting Concepts

    Ok, lets start with something simpler - so maybe continuation of the copper/bronze works.
  19. Marcin Sciesinski

    [WaS] Tech Tree and Crafting Concepts

    Yeah, the problem with the fruit trees and stem/fruit doesn't work very well with growing trees, I think.
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