Instanced planets were really an implementation detail aimed at improving performance, it doesn't change the gameplay of core concepts of the ideas proposed in this thread. When we say "we want instanced planets" what we are really saying is "we want non polygon-like large planets with out...
It wouldn't be too difficult, I explain a bit of this in my previous post. Because the noise algorithm used to generate planets is very likely to be coherent (given the same inputs, generates the same outputs) and likely perlin based, given the same seed used to generate it initially, you can...
We've covered this again and again, incoming damage from lat long can be converted to 'real world' coordinates on the ground precisely. If you've solved the "how do I figure out where I land when I enter the instanced planet" you also solved the "how do I know where my lasers/ bombs/ bullets...
This is the kind of thinking that got us into this mess... instanced planets with transitions gives us a pass on many of these issues because it changes how mapping can be viewed, especially from an immersion standpoint. We can use square mapping even though it isn't exact, it doesn't actually...
So its clear there are very important improvements made by moving to the new chunk system, but I'm confused why one wouldn't make the chunk size 64x64x64 instead, or any other higher power of 2 cubed? What is the disadvantage of doing that?
You would still need to restrict inputs and outputs to a manageable amount if I'm getting what you are saying. Additionally providing this functionality would also complicate code immensely and could cause a lot of bug fixing if I understand you correctly (using the grid squares for not only...
I don't necisarily support the threads idea, but what you might have to do is have the player determine which input corresponds to what output inside of the condensed block GUI itself. here is what I imagine it to look like
and code for input and output aliases would look like:
public...
I agree with this sentiment much more, if we create a bridge with computers the ambient noise should come from the fact that those computers are making noise (or rather, that area has enough computers to make noise).
We need people working on the game to respond to this, but right now you can build more compact computers in starmade that work faster than Minecraft. Minecraft's system, what ever it is, is incredibly slow. I've never had problems with delays, you just have to make your logic correctly. I...
The problem I have with this is that I've never found a 2D system that ended up being easier to work with than normal programming. They all end up being convoluted and annoying to use. Additionally theres no need to exclude LUA from the game considering you are likely going to be making the...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.