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  1. Immortius

    trajectory and projectile rotation

    Well, the fundamental problem is that a single direction is not enough to determine correct rotation. You need two - a direction, and a non-parallel "up" direction which determines how the roll component of the rotation is aligned. Have a look into LookAt matrices/transforms. For the most part...
  2. Immortius

    How to configure Terasology for Netbeans?

    Most of the code is lacking unit tests anyway. On that failing test, I believe one major issue with it is it tries to fetch CobbleStone out of the BlockManager, but never registers CobbleStone - so it will just return air. And yes, BlockCollection doesn't implement equals/hashCode. Given what...
  3. Immortius

    Archived Poll: Artistic style

    Yeah, we use a special format for blocks, but for normal models we use Wavefront obj format (requiring normals and uvs, no support for materials). For animated meshes we support md5. So as long as whatever tool you use supports exporting in those formats you can use it to make models for...
  4. Immortius

    Project Modding Arc

    Your changes look good. One problem with running the applet locally is the applet will download the mods off of the terasology site, rather than using the local ones, due to the way the index.html is set up. The other is that if you have any of the old zipped mods hanging about in the...
  5. Immortius

    Archived Friendly dragons

    Well, there's always wyvern, drakes and wurms.
  6. Immortius

    How to configure Terasology for Netbeans?

    Fair enough, I may give it a quick go this weekend.
  7. Immortius

    Height Limit

    Well, obviously I agree with the idea - although we need to understand there are disadvantages and work with them. In many way limits are strengths - we pay a price for breaking them, so it is a matter of whether we feel the payoff is worth while and is desirable for game play.
  8. Immortius

    How to configure Terasology for Netbeans?

    I imagine there is a gradle task for generating the netbeans project, however it is currently lacking the necessary extra build configuration to support the mod system. If you would like to update build.gradle with the necessary additions that would be grand. Basically you will need to edit the...
  9. Immortius

    Height Limit

    I'm pretty sure that's what we've been discussing for the past 2 pages + other threads. :P
  10. Immortius

    Project Modding Arc

    Added in a dialog for selecting what mods a world will use during creation. The "Create New World" dialog now has a "Mods..." which allows mods to be turned on and off. The mod selection is then saved with the world and restored when the world is loaded.
  11. Immortius

    Height Limit

    You can't determine what the most common block is without tracking the occurrence of all of them. Also I'm still tossing around the idea of liquids not being blocks at all. Density by itself would be useful, sure. Besides that I think it generally has utility for determining how best to...
  12. Immortius

    Height Limit

    The block type -> occurrence map would just be a count of how many times each block appears in the chunk.
  13. Immortius

    Height Limit

    If we change chunks to keep track of their composition (i.e block type -> occurrence map) then that might provide metrics to help inform the determination of surface or other such things, in addition to switching between internal storage mechanisms.
  14. Immortius

    Height Limit

    My concern would be that it would be somewhat inconsistent, since the lighting you would get would largely depend on what chunks have been generated or loaded. An area of the world may be fully lit with sunlight... until you move upwards a little, triggered generation and loading of a chunk with...
  15. Immortius

    Height Limit

    I don't think there's any particular magic number to the number of blocks held in a chunk. The considerations are the minimum required for sane light propagation (16 for any given dimension), and a memory saved vs mesh generation time - the larger the chunk the memory is saved through the use of...
  16. Immortius

    Maintenance Logging

    SLF4J, like Apache Commons Logging, is facades that sits over an actual logging implementation of the developer's choice. So you log through the SLF4J api, and then can have it actually log to Log4j, or Logback, or some other implementation. At the moment I've left it running against Java...
  17. Immortius

    Maintenance Logging

    Name: Logging Summary: Anything related to logging - framework, guidelines, hints Scope: Engine Current Goal: Maintenance Phase: Maintenance Curator: Immortius Related: I've just done review of the logging in Terasology, and made the following changes: Switched from using Java logging...
  18. Immortius

    Exporting Models in Blender with the correct Rotation

    Most collision shapes do not rotate with the mesh (sphere, obviously, cylinder/capsule are always vertically aligned). I think the only ones that would are box and hull collision shapes - these should take rotation from the location component, same as the mesh. The hull just takes a mesh, so...
  19. Immortius

    Project Modding Arc

    Input configuration has now been linked to the the bind button discovery. To support binds introduced by mods, I've dropped to protobuf input configuration for a json one which is more flexible and is also user editable. The current format looks like { "input": { "engine": {...
  20. Immortius

    Mapgeneration

    Perhaps an intermediate work around for heights would be a per-chunk vertical offset. Then while you would be limited to 256 blocks at any point, it would be 256 blocks around a base height of your choice. All blocks below can be bedrock, and above can be air.
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