Would it be hard to implement a system for flickering lights? That would be pretty cool, being able to dynamically change the brightness of a block as well as the colour.
With my somewhat limited knowledge of the matter, I would say that no, flickering lights wouldn't be hard at all. Though, if the light level were to be constantly changing, there'd be some performance problems. If there were to be any flicker, it would probably be visual only, with the real light level being an average of the possible visible light intensities or something similar.
Would it be hard to implement a system for flickering lights? That would be pretty cool, being able to dynamically change the brightness of a block as well as the colour.
The only way I could think about doing this, is messing with the colormap or something. I could simply replace all of the colors in the colormap with black for a couple of ticks, and all of the lights would seemingly turn off all at once. I do not see an easy way to implement on a light-by-light basis.
I could do it for select colors... that'd be fun. Any light that's near the sickly-yellow color will flicker occasionally
other than that... I had no other thoughts on flickering lights...
The only way I could think about doing this, is messing with the colormap or something. I could simply replace all of the colors in the colormap with black for a couple of ticks, and all of the lights would seemingly turn off all at once. I do not see an easy way to implement on a light-by-light basis.
I could do it for select colors... that'd be fun. Any light that's near the sickly-yellow color will flicker occasionally
other than that... I had no other thoughts on flickering lights...
It may be possible to do it with a note block style system. Every right click set the flicker one tick later.
It may be possible to do it with a note block style system. Every right click set the flicker one tick later.
That's not quite possible with how lights are being rendered.... I could make the block itself flash, but removing the light from the surrounding area would require an entire light update to turn the lights off, and another to turn them back on again... that's expensive on a per-light basis... and not a good idea.
It wouldn't look like a flickering light... it would take a noticeable amount of time to turn off and back on again.
That's not quite possible with how lights are being rendered.... I could make the block itself flash, but removing the light from the surrounding area would require an entire light update to turn the lights off, and another to turn them back on again... that's expensive on a per-light basis... and not a good idea.
It wouldn't look like a flickering light... it would take a noticeable amount of time to turn off and back on again.
Yeah. I was more talking about the texture like
hucota7 but it takes time to code and so it would be better as an after a stable version is released.
Really love the look of this mod so far! Been wanting something like this for this for a long time (I've wanted to make my main base lights go off and red ones go on for a lockdown), and finally found it. Kinda sad about the optifine incompatibility, because my laptop sucks especially for large amounts of mods. Tried putting it in my 120-ish mod pack and somehow it didn't crash! though without optifine my game is literally a solid 2 fps... Will be keeping tabs on this for the future but great work so far!
I know its slightly off topic but is it possible to add minecarts with built in light? Like a jack o lantern cart. I read somewhere it was pretty near on impossible since 1.7 came out
I know its slightly off topic but is it possible to add minecarts with built in light? Like a jack o lantern cart. I read somewhere it was pretty near on impossible since 1.7 came out
It really isn't impossible, and probably quite easy since AtomicStryker's Dynamic Lights do it already for player/zombie who holds a torch/glowstone/etc. flying burning arrows, torches dropped on the ground... and it's opensourse I think.
Looks like Eloram is back with her own colored lighting system,
Oh that's gotta suck eloram does good stuff but is really unreliable. What with the red power disappearing act, and other stuff.
Where did you source that photo btw?
It really isn't impossible, and probably quite easy since AtomicStryker's Dynamic Lights do it already for player/zombie who holds a torch/glowstone/etc. flying burning arrows, torches dropped on the ground... and it's opensourse I think.
thats quite a cool wee mod there, now to find someone who wants to make a lighted minecart
Oh that's gotta suck eloram does good stuff but is really unreliable. What with the red power disappearing act, and other stuff.
Where did you source that photo btw?
There are a number of reasons to stop modding Minecraft, and simply move all development to a clone... You'd be surprised how many problems this solves for an avid developer... plus, at the end of it... you can actually sell the product you create. (Assuming you didn't infringe on some copyright somewhere... don't take this as any sort of professional opinion or legal advice... this is only based on my limited understanding)
I'm not interested, but if someone want's to do something in a Minecraft like engine, creating your own removes every possible limitation, and opens the doors to creating whatever you want.
There are a number of reasons to stop modding Minecraft, and simply move all development to a clone... You'd be surprised how many problems this solves for an avid developer... plus, at the end of it... you can actually sell the product you create. (Assuming you didn't infringe on some copyright somewhere... don't take this as any sort of professional opinion or legal advice... this is only based on my limited understanding)
I'm not interested, but if someone want's to do something in a Minecraft like engine, creating your own removes every possible limitation, and opens the doors to creating whatever you want.
Good idea!
You just have to convince 54 millions of people migrate to your game. And you know how public perceives clones - if you mod their favorite game, you are hero but if you clone it... And it's kind of true, it screams of the lack of creativity and ideas to me as well as a simple desire to grab easy cash (I may very well be wrong here, but it's a common perception).
I guess for me to accept a minecraft clone it should not be blocky and pixely while staying fully functional as a voxel game.
You just have to convince 54 millions of people migrate to your game. And you know how public perceives clones - if you mod their favorite game, you are hero but if you clone it... And it's kind of true, it screams of the lack of creativity and ideas to me as well as a simple desire to grab easy cash (I may very well be wrong here, but it's a common perception).
I guess for me to accept a minecraft clone it should not be blocky and pixely while staying fully functional as a voxel game.
I think the perspective changes for the creator. Yes... all of your points are correct from the player's point of view, but the developer had a hand in creating exactly what they wanted to do, and they weren't limited by the constraints held in place by others. Simply put... modding sucks at times... and the number of hoops a modder has to jump through seems to rise exponentially based on the complexity of the added content.
I'm assuming Eloram wanted to work with ray-tracing, and the current Minecraft engine is absolutely abysmal in handling those sorts of calculations. I'm don't think I'm exaggerating by saying "it's easier to make your own game (with ray-raced lighting entities) then to try and figure out a way of cramming that behavior in Minecraft" (without breaking most of everything else)
Am I interested in playing the clone? Nope...
But I see why she made it!
I think the perspective changes for the creator. Yes... all of your points are correct from the player's point of view, but the developer had a hand in creating exactly what they wanted to do, and they weren't limited by the constraints held in place by others. Simply put... modding sucks at times... and the number of hoops a modder has to jump through seems to rise exponentially based on the complexity of the added content.
I'm assuming Eloram wanted to work with ray-tracing, and the current Minecraft engine is absolutely abysmal in handling those sorts of calculations. I'm don't think I'm exaggerating by saying "it's easier to make your own game (with ray-raced lighting entities) then to try and figure out a way of cramming that behavior in Minecraft" (without breaking most of everything else)
Am I interested in playing the clone? Nope...
But I see why she made it!
-That's all-
Yeh I agree. I've seen a lot of people going for a clone just to test their programming skills. It works very well and is definitely a nice portfolio piece.
A good reason to stick with Minecraft is basically to have this massive playerbase to get feedback from. I'm more of a technical game designer than I'm a programmer. I love making systems and see them work, but what really does it for me, is seeing my design make people enjoy the game more.
Eloraams game looks quite nice. I just hope it doesn't try to be something it really isn't.
Back on topic of your mod. You have an API for this right? I'm working on a project related to cave generation and I think this will integrate quite nicely. How stable is it?
With my somewhat limited knowledge of the matter, I would say that no, flickering lights wouldn't be hard at all. Though, if the light level were to be constantly changing, there'd be some performance problems. If there were to be any flicker, it would probably be visual only, with the real light level being an average of the possible visible light intensities or something similar.
The only way I could think about doing this, is messing with the colormap or something. I could simply replace all of the colors in the colormap with black for a couple of ticks, and all of the lights would seemingly turn off all at once. I do not see an easy way to implement on a light-by-light basis.
I could do it for select colors... that'd be fun. Any light that's near the sickly-yellow color will flicker occasionally
other than that... I had no other thoughts on flickering lights...
It may be possible to do it with a note block style system. Every right click set the flicker one tick later.
That's not quite possible with how lights are being rendered.... I could make the block itself flash, but removing the light from the surrounding area would require an entire light update to turn the lights off, and another to turn them back on again... that's expensive on a per-light basis... and not a good idea.
It wouldn't look like a flickering light... it would take a noticeable amount of time to turn off and back on again.
Yeah. I was more talking about the texture like
hucota7 but it takes time to code and so it would be better as an after a stable version is released.
It really isn't impossible, and probably quite easy since AtomicStryker's Dynamic Lights do it already for player/zombie who holds a torch/glowstone/etc. flying burning arrows, torches dropped on the ground... and it's opensourse I think.
Oh that's gotta suck eloram does good stuff but is really unreliable. What with the red power disappearing act, and other stuff.
Where did you source that photo btw?
Be involved in the Survival of Modding in the Post-Notch Era. Enigma + M3L + LiteLoader/API + BlazeLoader {ALL Open-Source!}
thats quite a cool wee mod there, now to find someone who wants to make a lighted minecart
That photo was on her twitter account.
seriously? it looks exactly like minecraft XD
There are a number of reasons to stop modding Minecraft, and simply move all development to a clone... You'd be surprised how many problems this solves for an avid developer... plus, at the end of it... you can actually sell the product you create. (Assuming you didn't infringe on some copyright somewhere... don't take this as any sort of professional opinion or legal advice... this is only based on my limited understanding)
I'm not interested, but if someone want's to do something in a Minecraft like engine, creating your own removes every possible limitation, and opens the doors to creating whatever you want.
Good idea!
You just have to convince 54 millions of people migrate to your game. And you know how public perceives clones - if you mod their favorite game, you are hero but if you clone it... And it's kind of true, it screams of the lack of creativity and ideas to me as well as a simple desire to grab easy cash (I may very well be wrong here, but it's a common perception).
I guess for me to accept a minecraft clone it should not be blocky and pixely while staying fully functional as a voxel game.
I think the perspective changes for the creator. Yes... all of your points are correct from the player's point of view, but the developer had a hand in creating exactly what they wanted to do, and they weren't limited by the constraints held in place by others. Simply put... modding sucks at times... and the number of hoops a modder has to jump through seems to rise exponentially based on the complexity of the added content.
I'm assuming Eloram wanted to work with ray-tracing, and the current Minecraft engine is absolutely abysmal in handling those sorts of calculations. I'm don't think I'm exaggerating by saying "it's easier to make your own game (with ray-raced lighting entities) then to try and figure out a way of cramming that behavior in Minecraft" (without breaking most of everything else)
Am I interested in playing the clone? Nope...
But I see why she made it!
-That's all-
Yeh I agree. I've seen a lot of people going for a clone just to test their programming skills. It works very well and is definitely a nice portfolio piece.
A good reason to stick with Minecraft is basically to have this massive playerbase to get feedback from. I'm more of a technical game designer than I'm a programmer. I love making systems and see them work, but what really does it for me, is seeing my design make people enjoy the game more.
Eloraams game looks quite nice. I just hope it doesn't try to be something it really isn't.
Back on topic of your mod. You have an API for this right? I'm working on a project related to cave generation and I think this will integrate quite nicely. How stable is it?
Hm, I thought the line of sight for enderman and explosions are ray based. Also shaders mod exists... But I'm surely not a coder.