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  1. Immortius

    Biomes and map generation

    No, I did it in Unity3D a while ago.
  2. Immortius

    I Need Some Help With Terrain Gen.

    You seem to have that backwards. Doubles are more exact than floats, that's why they're called doubles (double precision). We use floats because they use less space, because our rendering and physics libraries use floats (not that much point using doubles if they just have to be downcast in...
  3. Immortius

    Biomes and map generation

    I have implemented the erosion technique described in that paper, so feel free to ask me any questions you have about it.
  4. Immortius

    Inactive Combat

    My understanding is bullet uses a fixed timestep internally - stepSimulation updates the interpolation between those timesteps. But we should look into what that timestep is.
  5. Immortius

    I Need Some Help With Terrain Gen.

    The requirements of use for Apache Licensed software are: You must give any other recipients of the Work or Derivative Works a copy of this License; and You must cause any modified files to carry prominent notices stating that You changed the files; and You must retain, in the Source form of...
  6. Immortius

    Project Overview

    Sure, that's a good idea.
  7. Immortius

    Terasology Code Style Conventions

    IDEA's default is 120, which is probably still too short.
  8. Immortius

    Project Overview

    I've written up a quick overview of the Entity System Concepts, feedback welcome.
  9. Immortius

    I Need Some Help With Terrain Gen.

    It's the ternary operator. Similar an if statement, "(a) ? b : c" can be read "if (a) then b else c". The difference being it is used to select a value, which is returned from the statement.
  10. Immortius

    Terasology Code Style Conventions

    Well, just because it can't solve all of an issue doesn't mean it doesn't have some use. But I agree we shouldn't be mindless in our application of it, nor overstate its role. I think a few simple rules around stuff that can easily be applied through IDE auto-formatters aren't an issue. It...
  11. Immortius

    Terasology Code Style Conventions

    I would ask whether there is a better way to write the method in the first place? :P
  12. Immortius

    I Need Some Help With Terrain Gen.

    Ok, forget about chunks for a moment. You have a perlin noise function. This takes N arguments (typically 2 or 3) and returns a a value (typically around -1 to 1 I think, although from memory it can exceed those values). Perlin noise has the following features: If you provide the same...
  13. Immortius

    I Need Some Help With Terrain Gen.

    I guess the first thing to understand is while perlin noise is useful, you can't just use it directly. It is noise, after all - all you'll get using it naively is swiss cheese. Instead what you have to do is combine multiple layers of perlin noise for different features (and potentially other...
  14. Immortius

    Another Scale: Differentiating from MineCraft

    Oh, sorry. I intended to direct that second bit of the post to dei and his vertical scaling question. :oops: Uniform scaling is easy - you would simply change the scale of the player in the player.prefab (and maybe change some camera settings). On the memory consumption, one though I had was...
  15. Immortius

    Another Scale: Differentiating from MineCraft

    I was assuming you would double the height of a chunk to maintain scale. But fair enough. dei That is honestly a pretty big task. The world being a grid of 1 x 1 x 1 cells is an assumption built in across the board. The major involved systems are the chunk tessellator and physics integration...
  16. Immortius

    Modding a Block's Behavior

    I have thought about it a little. What I would do is extend BulletCharacterMovementSystem so that it builds up a list of the individual blocks (or entities) being collided with during the movement, and then sends a bump event to them. Then the entity for the block can have a component/system...
  17. Immortius

    Another Scale: Differentiating from MineCraft

    8 times more, actually. Assuming you double the number of cubes vertically to maintain scale.
  18. Immortius

    Terasology : The Game

    Technically the current implementation is slight bug, but I know understand why it happens and how to fix it if desirable (it is because the player still steps up and down while they are not grounded).
  19. Immortius

    Parsing a grammar

    I'm not sure I follow the example. I guess "vert" is the vertical axis (not sure what you plan to use for the two horizontal axes). It isn't clear whether the ground floor or roof should end up on the top or bottom though? Also not sure what the 'r' means in '1r'. But presumably what we end up...
  20. Immortius

    Working on something potentially adoorable.

    Working on something potentially adoorable.
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