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  1. Immortius

    WIP Player/NPCs models

    I suggest artists select a Creative Commons license of their choice, and make it known. We also need to keep this fairly clear in the repository - for assets in modules, add some author and license information into the mod.txt. For assets in the engine, we need some similar mapping of art to...
  2. Immortius

    Maintenance Skeletal Mesh Support

    I don't see why not, as long as it supports separate skeleton and animation files (which I would guess it does).
  3. Immortius

    Inactive Miniion

    This is the sort of thing I would approach by giving the chunk a selection start and selection end vector and having it shade pixels rendered in that region (assumes AABB).
  4. Immortius

    Tweaking Stackable Chunks

    Sunlight propagation is the main issue with implementing vertical chunks. Sunlight currently assumes that there is only 1 vertical chunk, with sunlight at full strength above that. If the sunlight is blocked, then a shadow is pushed down to the bottom of the chunk. We fundamentally cannot have...
  5. Immortius

    Tweaking Multiplayer

    Another week. Implemented many of the improvements above, resulting in bandwidth of 2.3k out, 1.8k in a second. Could be even better, but this is decent enough to continue. Started working towards a proper clientside prediction model for character movement. Have changed the movement system to...
  6. Immortius

    Tweaking Stackable Chunks

    I think the first reason is fair. On the second point, I would recommend 16x64x16, 16x128x16, or 16x256x16. There needs to be enough verticality to support the new sunlight algorithm - sunlight needs to fade in over a reasonable distance, and that distance needs to be less or equal to the...
  7. Immortius

    Tweaking Stackable Chunks

    I don't see any reason to continue to support "classic" chunks. Can you explain why it is important to you? Or is this just a temporary measure?
  8. Immortius

    Inactive Miniion

    Seems sensible to me, although I would probably send the event to the instigator, and call it BlockDroppedEvent. Probably should include the dropped block entity rather than (just?) the block.
  9. Immortius

    books revisited

    Well, it needs to be within a registered (@RegisterComponentSystem) component system implementing EventHandlerSystem (I'm thinking of getting rid of that interface and just letting any component system have @EventReceive methods). I'll give it a quick spin and see if I can reproduce though...
  10. Immortius

    books revisited

    Something like @ReceiveEvent(components={InventoryComponent.class, BookshelfComponent.class}, priorty=EventPriority.Critical) public void onRecieveItem(ReceiveItemEvent event, EntityRef entity) { if (!event.getItem().hasComponent(BookComponent.class)) { event.cancel(); } }...
  11. Immortius

    Tweaking Multiplayer

    Another update. At this stage clients can now use items in their inventory and attack - which means they can interact with the world a little. The implementation is crude, and will need to be cleaned up when client movement is updated to use a client-predictive model. Before that I want to...
  12. Immortius

    Project Modding Arc

    A small update on this one - I added support for asset overrides. This allows modules to replace assets defined in other modules (including engine). Which means it is now possible to create tile packs - to say the least. The way this is done is by adding an "overrides" directory into a...
  13. Immortius

    Minecraft like animations

    In Terasology we have the option of not rendering a voxel through the chunk buffers, but instead use the entity rendering system - so then the chest block could be a skeleltal mesh or otherwise and animated. This would be performance costly if done for too many blocks, but for a few...
  14. Immortius

    Inactive Candy Stuff

    Ok, a few things: All of those Strings should be MeshAnimations.The nice thing about our asset system is when defining a prefab and filling in an asset field, you can use the asset's uri - for example { "AnimationComponent" : { "walkAnim" : "core:blobWalk" } } And at...
  15. Immortius

    Tweaking Chunk Storage

    Sounds good to me. :)
  16. Immortius

    Tweaking Chunk Storage

    I think just having an block count in each chunk would be quite helpful. If you know the local area (chunk) contains 50 grass, 120 dirt and 3 stone, you can make some nice decisions about music, mobs to spawn and probably other things beside.
  17. Immortius

    Architecture Vision

    Those are good questions. We are missing some hooks, which need to be added, but others are present. Primarily it would be good to send "WorldStarted" events to the World entity at start up, then systems can listen for those to do initial entity creation and such (this can't really be done from...
  18. Immortius

    Architecture Vision

    Ok, so apparently I'm "Lead Software Architect". ;) Previously things have been fairly quiet so I have been dedicating time to realising the architecture rather than writing up reports on it (or just generally been slack), but things are picking up now. So in this thread I wanted to share...
  19. Immortius

    new icon.java proposal

    Unless UIImage implements Asset, no. ;P
  20. Immortius

    new icon.java proposal

    Ideally we should probably set up some flavor of asset to the asset system for atlases/icons - maybe have json files mapping textures to icons, and then you would obtain icons through Assets.getIcon() similar to any other asset. I welcome any change in that direction though, and this looks...
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