Ok, I like the idea of season and I should be able to add a new mod for affecting environmental conditions. So we'd have two (for now) float fields in the world - temperature and humidity. The base temperature and humidity will be from the world generation, on top of that we can have modifier...
I'd suggest trying to play around with the TtA 1&2 (reading the journal entries should guide you) and if you have some ideas, you can either contact me directly or post in this thread:
http://forum.terasology.org/threads/was-tech-tree-and-crafting-concepts.960/
If you wish, you may also rewrite...
I'm looking for a game/system designer to help out with the Throughout the Ages line of mods, that at some point will include mods that will cover the areas that Universal Electricity and/or IC2 do. If you'd be interested in helping out with that, please let me know.
Side note: I also have...
Problem is, that with the suggested "improvement" it changes what the code wants to accomplish. There is no "number of trees/flora appropriate to the facet" for a chunk/region. Also, due to the fact that this facet may be called multiple times for different region sizes (including overlapping)...
If the tooltip is calculated on the client, it should not be a big burden, after all that's how the UI is currently done, it is re-created on each frame. I don't think it's particularly large problem to do the same thing for the tooltip. The event approach saves processing on the server (very...
The thing is, that the entities will be (most likely) updated by the server and sent over the network to clients that "observe" the chunks these entities are in.
If you say that firing events is expensive, then please keep in mind that for each entity update there is at least one event fired...
This would require a lot of updates to the component, for example imagine a block that does some work over time and you'd like to visualize a progress 1%...2%... etc. You'd have to set the component after each progress, and it would have to be done for each block in the game that does that...
I talked with shartte on chat a bit and we've came to an agreement:
- each block will have a biome_id stored and transferred to clients,
- this biome_id will be populated by WorldGenerator during chunk generation and might be updated by mods,
- WorldProvider (or *Core) will have a method...
As was expressed above, the fact that temperature/humidity is taking so long to calculate at the moment (if it is indeed) is probably a bug, as currently it uses a noise function to calculate it. In AnotherWorld, a factor of height (y) is taken into account in addition to the noise function...
It would however limit the storage, where you'd be storing extra information per block. Which potentially might end up being A LOT of data. Each chunk is 32x32x64, so if just 1 byte is used, that's 65kB just to have a grass/foliage hue.
I'd request however having as little limitations (requirements to have a biome) in the core engine world-releated interfaces, as possible. I'd like to still be able to create a world were atmospheric conditions are defined by the humidity/temperature/height/etc (like it is in real world) rather...
I agree, we should remove the need for the client for having any extra information about the world, over what they actually need. If the seed is "leaking" to the client due to grass hue, we should consider introducing 16 types of grass (with different hues) and populate the world with correct...
Hi, is it still going to be that the biome is defined by the environment (humidity, temperature, height, etc), rather than the way it was in Core, where biome was based on perlin and temperature and humidity depended on it?
The following error might be due to an error I recently pointed out in the PR 1152, Immortius will be probably fixing it (if not yet fixed):
Unable to resolve asset: texture:engine:color.ff0000ff
So, without doing anything for a minute (not touching keyboard/mouse) you still get this kind of brightness? I remember I saw a code somewhere, that was simulating the real-world scenario, where if you were in dark environment and the environment goes bright, you get blinded for some time.