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  1. Immortius

    Future GUI

    Hmm, yes and no. Obviously if you can produce a Java Bean that represents your style structure, then you can just ask Gson to read and write and that bean into and out of JSON and that will give you a default format. However you can plug in translators for different types, so if you'ld prefer...
  2. Immortius

    Future GUI

    Gson lets you create objects from JSON definitions. :P But whatever floats your boat.
  3. Immortius

    Future GUI

    What parser do you need? If you just mean for JSON, you should use Gson as it is already extensively used in Terasology (and pretty good besides). You have the option of either loading straight to a Java object or working directly with the JSON.
  4. Immortius

    Resolved Command Console Bug?

    The number is only set when a block is registered fully (often on first use), and is non-deterministic (different for each world), so can't really be provided. I'm not sure why it isn't working for you, just tried it in build 270 and it worked for me at least. The exact command is: giveBlock...
  5. Immortius

    Resolved Command Console Bug?

    Good points. I did some work on the block system for that build, and the console commands have changed a little as a result. It should work using the uri of the block - i.e. giveItem "engine:stone" and giveItem "engine:glass", where the first part is the mod introducing the block or "engine" for...
  6. Immortius

    Project Modding Arc

    It is my intention that this should be possible, yes.
  7. Immortius

    Inactive Combat

    I used to be a programmer like you, but then I took a struct dereference to the knee.
  8. Immortius

    Project Modding Arc

    Nice :). I look forward to seeing what you come up with.
  9. Immortius

    Rename "perfTest"

    Ah, ok. I understand now, makes sense. Suggestions: demos standalone utilities I'll leave it to your judgement.
  10. Immortius

    Terasology Multiplayer

    I ended up putting this on the backburner, partially to get some preparatory work out of the way (restructure of world data) and partially to address two features which I consider to be of more importance (entity physics - because there's not much point to a game where you can't interact with...
  11. Immortius

    Parsing a grammar

    Grammars are intended to be written by humans, so having them human readable is a good idea. We would load them all up in memory during the start of the game anyway, so the file size isn't a big issue. Or we could provide something to convert them to binary format if it turns out to be an issue...
  12. Immortius

    Rename "perfTest"

    Yeah, the one performance test we have took about 5 minutes to run. I don't want that mixed up with the other unit tests. That said IntelliJ tends to run it anyway so I modified that scale of the test down at some point.
  13. Immortius

    Project Modding Arc

    Don't know! Will have to look into that. In general I'm reluctant to add shadowColor/shadowIntensity at this stage. Partially because the shadow implementation needs an overhaul or potentially replacement with SSAO. Actually that gives me an idea on how coloured lighting could be supported...
  14. Immortius

    Inactive Real Liquids

    From Dust certainly isn't a AAA title. Maybe AA or A. I have played it through, nice little game. From Dust is height-map based though, which simplifies things. It also deals with a strictly finite play area - if we similarly has a finite map I'ld be much more comfortable with saying that we...
  15. Immortius

    Rename "perfTest"

    I think "src/test" should remain as "src/test" in keeping with the standard (I realise we are not using Maven, but it is still a nice, well understood structure so I feel we should keep to it). You could rename "src/perfTest" to "src/performanceTest" or "src/benchmark" if you feel that adds...
  16. Immortius

    Inactive Real Liquids

    I wouldn't say rivers should be infinite, but they could use a flow mechanism where water doesn't actually change. That is a "block" of water has two pieces of information - volume and flow direction - and together these drive the simulation. A water block would be stable if the volume if water...
  17. Immortius

    Tweaking Physics

    Character movement now correctly handles slopes, particularly steep slopes and sliding down them. This are is nearing completion over all. Still want to add in kinematic rigid body support, optimise terabullet and clean up the physics code in Terasology, but we're nearly feature complete.
  18. Immortius

    Villages Concept and stuff

    All world generation should be fully deterministic off of the world seed (ultimately). So you shouldn't actually need to create the whole city and store it, as you can just regenerate it and apply it to each chunk as needed. That's ignoring the desire to cache the generated city for performance...
  19. Immortius

    Terasology Code Style Conventions

    There are some conventions around the use of Component classes that would be nice to be able to check for, although I'm not sure how hard it is to do. Basically nothing should inherit any class that implements the Component interface, and preferably there should be no class variables referencing...
  20. Immortius

    Biomes and map generation

    Feel free to do so, if you have the time and the desire. :) I'm not likely to work on that bit any time soon (maybe water), not sure what Begla is planning once he has time on his hands again.
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