I suggested this before for Jefferies tubes (aka StarTrek) - tunnes through which you can crawl only.
(I think it was on the old forum, can't find it here)
I thought of blocks with inverted normals (facing inward, not outward) which only show faces with adjacent blocks.
For 1-6 orientation values.
And now I discovered this: Here you can see the power of this feature:
(I think it was on the old forum, can't find it here)
I thought of blocks with inverted normals (facing inward, not outward) which only show faces with adjacent blocks.
For 1-6 orientation values.
And now I discovered this: Here you can see the power of this feature:
Q : What takes currently almost all IDs away?
A : Colors and shapes
S : ? Separate the 24 block bits not into ID, logic, hp, orientation but (function, texture, shape, logic)
(EDIT : Textures draw on adjacent blocks and can be set independently from physical blocks. This needs a rethink, but the video shows what I mean.)
function := Logic
function := CPU
function := Special function (is special)
3x function := Hull & Door (different max (1/8) hp per shape-bit)
X < function < Y := Decorative Block Range (low max hp)
All this uses 16 bits so far.
With what I forgot it may use 18
You get 255 possible shapes with 5 or 10 different faces.
A : Colors and shapes
S : ? Separate the 24 block bits not into ID, logic, hp, orientation but (function, texture, shape, logic)
(EDIT : Textures draw on adjacent blocks and can be set independently from physical blocks. This needs a rethink, but the video shows what I mean.)
function := Logic
4 texture := Type(AND, OR, ...)
8 shape := 8 additional LogicBit (logic is always a full block and don't need a shape)
1 logic := Filter(shape & texture > 0) or something else
8 shape := 8 additional LogicBit (logic is always a full block and don't need a shape)
1 logic := Filter(shape & texture > 0) or something else
function := CPU
4 texture := Type(cannon, beam, power-supply, explosive, ...)
8 shape := Shape |or| 5 Orientation + 3 additional LogicBit
1 logic := 4th LogicBit (fire once, fire while true)
8 shape := Shape |or| 5 Orientation + 3 additional LogicBit
1 logic := 4th LogicBit (fire once, fire while true)
function := Special function (is special)
8 texture := Type(Gravity, Factory, ...)
4 orientation := Gravity.orientation |or| Factory.Type
1 logic := on/off
4 orientation := Gravity.orientation |or| Factory.Type
1 logic := on/off
3x function := Hull & Door (different max (1/8) hp per shape-bit)
4 texture := Texture
8 shape := Shape
1 logic := OPEN | CLOSED
8 shape := Shape
1 logic := OPEN | CLOSED
X < function < Y := Decorative Block Range (low max hp)
4 texture := Texture / Light Color
8 shape := Shape
1 logic := Texture[Active, Inactive]
8 shape := Shape
1 logic := Texture[Active, Inactive]
All this uses 16 bits so far.
With what I forgot it may use 18
18 == 5+4+8+1 == 32 functions * 16 possible textures * 2 possible logic states * 36 possible shapes
You get 255 possible shapes with 5 or 10 different faces.
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