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  1. Immortius

    Villages Concept and stuff

    On the other hand, describing it as a hive makes me wonder if you read Homestuck.
  2. Immortius

    Biomes and map generation

    Ignore for a moment the polygonal shapes generally produced using Voronoi. Underneath that Voronoi noise is about the random placement of points in a world. These points could be used to drive feature placement. Voronoi noise (or at least the algorithm I use) is similar to perlin noise in that...
  3. Immortius

    Maintenance Skeletal Mesh Support

    You honestly don't want to see my test maps. They're filled with the grotesque corpses of a hundred mutilated skeletons. That particular one is left over from when I was testing bone manipulation - forcing the guards to look at the player.
  4. Immortius

    Maintenance Skeletal Mesh Support

    Programmer art Bob the Guard stands ready.
  5. Immortius

    Maintenance Skeletal Mesh Support

    Skaldarnar edit: Added related topic Name: Skeletal Mesh Support Summary: Initial, basic support for skeletal mesh and animation Scope: Engine Current Goal: -=Done=- Phase: Maintenance Curator: Immortius Related: Skeletal Animation System (closed) Plan to support the following: [Done]...
  6. Immortius

    Height Limit

    I think you're right. The different generators are probably too inter-related to be fully separated for the most part. A stack structure on top of the main generator may be good for simple extensions though (like if someone mods in underground treasure rooms) - although perhaps the main...
  7. Immortius

    Height Limit

    The structure is a duplication of what is actually in the world, there's no need to keep it. Especially once all the involved chucks have been populated with the structure. The structures should also be deterministic, so they can just be regenerated. Although it is probably best to try and...
  8. Immortius

    Height Limit

    If we're introducing infinite height then the algorithm needs to change regardless. :) But yeah, ideally the world generation should be able work out the value for any area of blocks without having to generate swathes of surrounding blocks - still might be best to have a higher Y span in a...
  9. Immortius

    Height Limit

    What problem are we actually trying to solve here? Is there a particular performance issue of concern? Memory usage? Or is this just about increasing available height? mkalb - I think your suggestion is similar to mine around the empty sky-chunks, and perhaps my suggestion in a different...
  10. Immortius

    TerasologyLauncher - www.terasologywiki.de

    Most IDEs compile them for you as you work on them, and provide an interface for running them.
  11. Immortius

    Height Limit

    The 3D arrays are a big performance thing - basically java can pack all the bytes together when they're in an array. As you split it into separate structures for pillars or whatnot, overhead is introduced. Lists of primitives are particularly bad, as the primitives each get boxed into an object...
  12. Immortius

    Project Modding Arc

    Done. :)
  13. Immortius

    Future GUI

    It's actually the code example in the GSON documentation for TypeAdapterFactorys. In Terasology there is an implementation of it in the BlockLoader class called CaseInsensitiveEnumTypeAdapterFactory - feel free to move this into some flavour of GSON util package and reuse it (note to self - use...
  14. Immortius

    Future GUI

    I have to side with miniME89. Having methods that consume strings when they really are dealing with enums is an ugly design, and it isn't the responsibility (as per the Single Responsibility Principle) of the UIElements to provide what is essentially persistence methods. Once again I'll point...
  15. Immortius

    Terasology Code Style Conventions

    Make it 250. We don't need to be pedantic about this one.
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