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  1. Immortius

    Inactive Combat

    Basically now raytracing through BulletPhysics will pick up entities if they have a shape component and a rigid body component or trigger component. Also all the input events include the entity the player is currently targeting, whether block or otherwise - as long as that target is in the...
  2. Immortius

    Archived Leaf + tree (Block) + glass =

    This is partially because the leaf block definitions still have them as flagged as translucent. And partially because the code isn't quite right - it should still add the border between different types of translucent blocks, but doesn't at the moment.
  3. Immortius

    Inactive Real Liquids

    I would like to see a "fake" water implementation to start with, simple because it is a known and tenable solution. Then experimentation in more interesting water can be started. Some thoughts: perhaps a real liquid system would start with the overall world generation, building a simple world...
  4. Immortius

    WIP Animals

    Wolfghard, whatever site you are linking images from doesn't allow hot linking.
  5. Immortius

    Project Modding Arc

    I don't think we should have interfaces around *everything*. It would be silly to have interfaces around our math classes for instance (to the extent we can even do that). I do like the idea of having an API jar that gathers together everything that should be accessible for mods. This would...
  6. Immortius

    Archived Terrain ideas

    Marching cubes is actually an algorithm to do the smoothing when rendering an already generated voxel world. It isn't a replacement for noise or anything. See Star Forge, it uses that technique. It would be too much work to do just to have off until someone wants to use it.
  7. Immortius

    Archived Terrain ideas

    There is the Marching Cubes algorithm. This is possible to do. At the least I was thinking of adding some sloped blocks. This has been partially waiting on the physics arc so that we could handle non-cubic collisions. We're almost where we need to be for this though.
  8. Immortius

    Tweaking Physics

    Dropped blocks are now done via Entities in the physics branch. Players have a trigger component that uses a shape to detect when dropped blocks enter the player's area, and when this occurs they are given the block. At the moment blocks don't get sucked into the player any more, and they...
  9. Immortius

    Project Modding Arc

    I don't really mind the console using groovy. It would be fairly easy to have something other than it if we are just using it for commands though.
  10. Immortius

    Project Modding Arc

    Name: Modding Arc Summary: Complete Modding support Scope: Engine Current Goal: Block Support Improvements Phase: Implementation Curator: Immortius Related: Game Mode Config The modding arc covers a range of improvements aimed at providing basic mod support without having to change the engine...
  11. Immortius

    What does WorldView do?

    Maybe ChunkView or ChunkSubview. I think View describes nicely what it does - it doesn't own the chunks or control them, just presents a view over the top of them (similar to Boost's multidimensional array views). World might be a little strong, I agree.
  12. Immortius

    Sub-block billboard plants

    I believe the shader for rendering the world has some logic for changing the colour of grass based on the climate - not sure how it determines which blocks and which parts of those blocks should have their colour altered. Possibly the alpha channel, in which case the alpha channel needs to be...
  13. Immortius

    Ape

    Thanks. The stated effect of flip is that it rewinds the buffer - generally you'ld fill in a buffer with put(), then flip() it to move the cursor to the beginning, then read out of the buffer with get() (or otherwise). Which should be happening once in bufferVboElementData, I would guess...
  14. Immortius

    What does WorldView do?

    I did actually answer that first question in IRC, I guess you missed it? A World View provides direct access to a sub-section of the world in the form of a rectangle of adjacent chunks. A very typical view is a chunk and all its adjacent chunks, but it can be as large or small as is necessary...
  15. Immortius

    Ape

    I'm curious why that extra indexBuffer flip would help in the first place - the buffer is already flipped after it is filled in, which I would think is the only time it is needed. In fact the index buffer goes out of scope after that, so...? Might be something interesting about the linux...
  16. Immortius

    Inactive Combat

    On regions, we have a bit of it in terms of active regions around the player(s), with chunks being loaded and unloaded as the players (and thus regions) move. We have nothing for entities or physics yet. For physics, in theory there could be separate physics worlds for disjoint regions, but the...
  17. Immortius

    Tweaking Physics

    The character movement changes? It is probably more expensive than before, AABB collision is really simple and cheap while convex sweep based movement is somewhat more complex. This change is more around adding functionality than performance.
  18. Immortius

    Inactive Combat

    As per the Physics Arc, I'm still in the process of integrating it. As for sticking with it... probably at least for the short to medium term. Maybe replacing it with Bullet proper in the future, although that would mean a lot of work wrapping Bullet. This suggests avoiding exposing jBullet...
  19. Immortius

    Tweaking Physics

    JBullet based character movement is proceeding nicely. I tracked down a change to Bullet that fixed up some behaviour around allowed penetration during convex sweeps - this is designed to provide a way to allow a small amount of penetration due to floating point errors and such. Without the fix...
  20. Immortius

    Inactive Seed worlds from file/cd/dvd

    A cute little trick that might make things interesting, instead of just having a text string for seeding worlds, allow the user enter a file, or use a CD or DVD. Then instead of telling someone "check out the world with seed BLAHFSDJD35", you can tell them "check out the world generated by...
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