Search results

  1. Immortius

    Mesh simplification for voxellike worlds

    We've discussed this and a few other ideas in the past. The main trickiness with that technique is for it to work data needs to be uniform for all vertices in a square surface (prior to merging), and the backing shaders need to take care of the wrapping of textures/etc. At the moment we have...
  2. Immortius

    Resolved Terasology wont launch: windows version

    A few questions then: 1. Where did you download it from/what version 2. What happens when you try to launch it 3. Is anything recorded in the log file (logs/Terasology.log) 4. What version of Java do you have installed? Cervator - There is something wrong with the download links off of...
  3. Immortius

    Something to base the Mod API off of

    That's a Javascript runtime, not an API as such? I mean if you are suggesting it might be an alternative to Rhino for Javascript integration then fine, but don't see what it has to do with the API as such. Although you probably just mean for modding in general. ------- Some general thoughts...
  4. Immortius

    Archived Option to Change Controls

    This is in progress. Core keybinding functionality is done, and some keybinding can be done from the console. i.e. bindKey "UP, "engine:forwardsButton" to bind the up arrow to forwards. This isn't persisted at the moment though. Overdhose is working on persistence and a proper user...
  5. Immortius

    Tweaking Physics

    I've pushed my changes to date into the main develop branch - functionally things are about the same as before, but the chunk collision hull generation overhead is gone, so net improvement. There are a couple of library changes, so the IntelliJ project needs to be regenerated. Also I think I...
  6. Immortius

    Archived Client Settings (GUI)

    Thanks begla. IronChefPython deserves thanks too as he contributed the foundations of the Input System and got the ball rolling. overdhose - I like what you are doing, but have some suggestions around the persistence of the config. It would be nice if the config files were in a human editable...
  7. Immortius

    Tweaking Physics

    The one tricky point is there is this one library, JStackAlloc, which is a dependency we don't have to build but which is not available in any repository I can see. We could still set it up as a project and build it though, just seems a little unnecessary.
  8. Immortius

    Tweaking Physics

    Name: Physics Arc Summary: A series of improvements to Terasology's handling of collisions and physics Scope: Engine Current Goal: Kinematic rigid bodies Phase: Implementation Curator: Immortius Related: The Physics Arc covers a range of improvements to how collision and physics is done within...
  9. Immortius

    Item Component "usage" param

    The enum is pretty much just a hint for any AI systems, at this point - on how to use the item. It probably isn't enough on its own though.
  10. Immortius

    Archived Trees are hollow !

    Not necessarily a bug, really.
  11. Immortius

    Item Component "usage" param

    You can just change the setting depending on what state the item is in. :) Ultimately both blocks and entities can be treated as entities though, so maybe it doesn't make sense to have both. ON_ENTITY doesn't do anything at the moment due to lack of raytrace support for entities - I'm planning...
  12. Immortius

    World Generation

    We have both humidity and temperature maps (or noise functions at least) at the moment, which feed into world generation. Certainly room for further work in this area.
  13. Immortius

    World Generation

    Well, chunk generation is already background threaded, so that should be quite smooth without causing stuttering. The one thing that still causes stuttering on my system is the setting up of the physics for a chunk, which happens regardless of whether a chunk is new or not. But that will...
  14. Immortius

    Per-block data storage

    Ah I see. What you are talking about is a separate thing, although it has merit. What I'm thinking with depth is merely how full a block is, and would enable something like Minecraft's sloped water. Pressure falls into the more complex liquids bucket I'm not really thinking about at the moment.
  15. Immortius

    Per-block data storage

    When I mention "depth" I mean within a block. You don't really need 128 different depths within a block.
  16. Immortius

    Per-block data storage

    Given the current block regeneration rates you would be looking at maybe 60 active block entities at a time (generating 20 damaged blocks a second, regeneration from a small amount of damage takes maybe 2 seconds), which is a piddling amount. As for liquids... I couldn't say with out a bunch...
  17. Immortius

    Per-block data storage

    Yeah, at the moment when you want to damage a block you request its entity - if one doesn't exist a temporary entity is created. This entity can be damaged or otherwise interacted with. When the block returns to full health through regeneration, or if it is destroyed, the entity is removed...
  18. Immortius

    World Generation

    This doesn't actually have to be the case. ;)
  19. Immortius

    Miniaturization prototype

    I think I hardset WorldView to assume 16x16 lateral chunks, by using a bit-filter to get the inner-chunk coords (was messing around with performance optimizations before I went and background threaded everything). I'll clean that up in develop.
  20. Immortius

    Video: Rendering update

    I like it overall. Do agree that water motion is too strong - isn't bad in the middle of the ocean, but at the shores and for small ponds or underground pools it tears away from the world. Also it means that the calculation of when the player is underwater doesn't match up with the water's...
Top