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  1. Immortius

    Resolved Help with help command in console

    Well, those slashes are wrong for a non-windows system. And ideally the console help system should either be using the path manager to determine the root path, or the asset manager which takes care of the pathing issues and allows files to be in either the jar, classpath or a mod/package. :)
  2. Immortius

    Per-block data storage

    Well, remember that things like thin columns, branches, and any sort of sub-block structures are translucent for this purpose.
  3. Immortius

    Per-block data storage

    It sort of works that way (lighting is done by sampling surrounding blocks), but translucent blocks (like grass, leaves, torches, water) and luminescent blocks store light values too. Although it can possibly be skipped for luminescent blocks. Still need both light nibbles for translucent...
  4. Immortius

    Per-block data storage

    It's used for rendering. We need a light index per block so we know how lit things should be in that block, and we need a sunlight index so we know how well lit things should be varying with the time of day/night. Also sunlight isn't just done in vertical columns, it can propagate under ledges...
  5. Immortius

    Inactive Miniion

    You could implement flocking (as per the standard algorithms - see boids). :)
  6. Immortius

    New Organized & Documented Coding Conventions & Practices?

    We shouldn't remove them. Since we're using the 1TBS it is only one extra line anyway, and it prevents a class of difficult to spot errors (specifically a second line tabbed under the first, which looks like it is part of the if but isn't). I think the easiest way for us to approach coding...
  7. Immortius

    Terasology Multiplayer

    Yeah, I've started looking into this. Going to take a bit as various systems need to be refactored to allow them to work in either headless or client situations. Basically I'm going for a server<->client model using Netty and Protobuf, integrated with both the World and Entity Systems.
  8. Immortius

    Per-block data storage

    Yeah, that is probably a good idea. It is kind of nice to have some checks there during development though - maybe they could be switched to an assert so they can be disabled. With the world refactor I'm doing at the moment, I've added a "WorldView" class that provides a view into a small...
  9. Immortius

    The Modding API as it stands

    LGPL should be fine, as long as your code can be kept in a separate jar.
  10. Immortius

    Per-block data storage

    The top answer pretty clearly states one byte per boolean in an array. :) Certainly can vary per jvm, but considering the performance cost of access values outside of standard memory alignments I would imagine they would use a byte per boolean and leave it to the user to choose when they want...
  11. Immortius

    Per-block data storage

    We currently have sunlight index of 0-15, that is 15 anywhere directly under the sky and fading to zero with distance (so into a cave for instance). A per biome modifier can be applied in the tree system if desired, we don't really have clouds at the moment but obviously can be applied as a...
  12. Immortius

    Inactive Miniion

    I could see a layered approach to the AI with: * At the low level - movement, obstacle avoidance, combat reactions, core behavior like that * Above that, strategic behavior - I'm mining, so goto X, mine, goto Y, deposit * And above that an overseer or director level that coordinates multiple...
  13. Immortius

    Per-block data storage

    You might have missed this but because you have a boolean[] the size of the chunk, and a boolean uses a byte in memory, you are using at a minimum the same amount of memory as the current simple byte[] solution. :) You should replace that array with a BitSet or similar. Other than that looks...
  14. Immortius

    Inactive Miniion

    What I meant by this, since we don't have code support in mods (or modules or whatever we want to call them) yet, is simply moving the prefabs/textures/sounds/whatever that miniions uses into a separate mod structure like the "core" mod/module. At the moment the engine is still somewhat...
  15. Immortius

    Getting things done

    Getting things done
  16. Immortius

    The Modding API as it stands

    Just a heads up, but your project license is incompatible with Terasology's (that is, we cannot include it).
  17. Immortius

    Another Scale: Differentiating from MineCraft

    Ah yes, I've always known that as mantling (from Thief). I've implemented it in the past, can only be easier in a block-based world.
  18. Immortius

    Inactive Miniion

    The position of the entity is the center of its collision area, so it is the height extent of the collider over a block. And blocks are centered on their coords, so the entity would be another 0.5 above that, due to the block's extent. (This is observable using the F3 stats and the player's...
  19. Immortius

    Inactive Books

    There's actually nothing stopping people creating new mods and putting their prefabs, sounds, textures, shaders and materials in those right now. Just need to add a new mod directory, add a mod.txt with the requisite information and have the right directory structure: \materials \mesh \prefabs...
  20. Immortius

    Inactive Miniion

    WorldPos and LocalPos should be the same unless the LocationComponent has a parent - if it isn't then there is a bug. World pos is an absolute position, local pos is relative to the parent.
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