This is a very common and IMO false argument against dynamic lighting - why do entities HAVE to sue the same lighting system as blocks? Why not just make the light a client-side visual effect like fog? Sure, maybe it won't be seen as "real" light and still let mobs spawn and so on but it doesn't need to be anything more than visual. Fog has no impact on performance (at least on my computer, whether it is completely disabled or Optifine's "fast" fog setting, which is also used by graphics cards that don't support the "fancy" curved fog, the default in the game).
Also, blocks actually have three light-related values; block light, sky light (these two are also saved with the save data), and the light opacity (which actually starts from 0*; the decrease of 1 per block only applies to block light and is calculated in a similar manner to how the game calculates the spread of flowing water, decreasing by 1 for every step away (taxicab distance) from the light source. Sky light is never decreased unless it is obstructed by a block with a nonzero light opacity or propagated sideways).
*In Block.java the default light opacity is set as so:
This means that any non-opaque cube block (air, glass, torches, etc) has zero light opacity by default. This also sugguests that the lighting engine does work for cases where there are no blocks (which really just means air "blocks", which, unless they coded 1.8 that badly, should not be real blocks but simply nothingness; for example, in 1.6.4 the getBlockId() method returns 0, which does not correspond to any valid block ID, for air "blocks" and blocks outside a chunk (< 0 and > 255, unloaded chunks will be force-loaded/generated if necessary)/loaded chunk section. That said, 1.6.4 works a bit differently when chunks are not loaded; the sides of any loaded chunks appear pitch black instead of fully lit, so there were changes since then, possibly related to attempts to eliminate black lighting glitches by assuming unloaded blocks are fully lit instead of fully dark).
Because doing so would require completely rewriting how the lighting engine works, which I'd assume is not something Mojang wants to do for just a single rumoured feature in the community. However, with the inclusion of a shading pipeline we may see a better lighting engine coming soon, we all can hope anyways. Why add additional mess to an already messy engine? Why not just rewrite the engine once there's enough time to do so and iron out bugs before release? And I did forget about sky lighting at the time, thanks for mentioning that.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
It's reliable, Searge posted a screenshot of it in action on his twitter. It's colored according to team and toggleable for individual entities too.
Interesting. This could also prove my name bar theory. It doesn't make sense for an arrow's effect to be only "see people through walls" unless the other method of seeing people through walls was removed/changed.
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Timeless Modding is kinda dead but idk what to put here now
In a recent tweet, the yellow arrows that everyone's been speculating about have been confirmed to be spectral arrows. Someone asked Jeb if they would be used to pierce armor or something, and he said no, they'd be more "combat utility". Anyone have any thoughts on what this could mean?
My theory: The spectral arrow will be used to tag players so they're "marked for death", which will be some sort of debuff, probably making them glow bright yellow or something so they can't hide. It seems likely because the arrow appears to be made of glowstone (so at first I thought "glowing arrow, shoot it at the wall and it will place a light source there" but that's not combat related).
In addition to that, if my theory is true, could this mean that name bars are finally being redone? It's been a longtime suggested feature to make name bars only visible if the person is in your sight (and when sneaking they'd be always invisible). This is because in PvP, stealth is completely useless when people can see you through 50 meters of solid stone. Since this is the combat update, changing name bars would fit right in.
have you seen any of the post the spectral arrow makes a outline of the mobs for a couple seconds/player so it would be easier to find them
Sure, this thing sounds great.. but... how could you use it in vanilla Minecraft? Its not like the mobs going hide behind a wall when you shoot it. Even in multiplayer the "Glow" effect only lasts a few seconds.
Also: Shoot an Enderman with it. The enderman turns into a freaky ghost.
Sure, this thing sounds great.. but... how could you use it in vanilla Minecraft? Its not like the mobs going hide behind a wall when you shoot it. Even in multiplayer the "Glow" effect only lasts a few seconds.
I've been using them as my default arrow (single player, vanilla) since I crafted my first set. Mobs don't go around hiding behind walls, but they *do* wander behind trees (see the screenshot above), or get punched back behind a hill/off a cliff (did it fall and die, or just drop a couple of blocks? is it bobbing around in water?). Shooting at distant targets in the dark, in tall grass? Much easier to find them for that second shot.
Because doing so would require completely rewriting how the lighting engine works, which I'd assume is not something Mojang wants to do for just a single rumoured feature in the community. However, with the inclusion of a shading pipeline we may see a better lighting engine coming soon, we all can hope anyways. Why add additional mess to an already messy engine? Why not just rewrite the engine once there's enough time to do so and iron out bugs before release? And I did forget about sky lighting at the time, thanks for mentioning that.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
So it will be for spotting. Awesome! Still wonder what the other types are. poison arrows really don't sound likely. But I am
starting to wonder if Minecraft's Steve is becoming Marvel's Hawkeye. What with all these new arrows and what not
Youtube-eonwolfx9, Twitter @eonwolfx9
Interesting. This could also prove my name bar theory. It doesn't make sense for an arrow's effect to be only "see people through walls" unless the other method of seeing people through walls was removed/changed.
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
have you seen any of the post the spectral arrow makes a outline of the mobs for a couple seconds/player so it would be easier to find them
oops didn't know someone already posted a picture of it LOL
cool!
Sure, this thing sounds great.. but... how could you use it in vanilla Minecraft? Its not like the mobs going hide behind a wall when you shoot it. Even in multiplayer the "Glow" effect only lasts a few seconds.
Also: Shoot an Enderman with it. The enderman turns into a freaky ghost.
I've been using them as my default arrow (single player, vanilla) since I crafted my first set. Mobs don't go around hiding behind walls, but they *do* wander behind trees (see the screenshot above), or get punched back behind a hill/off a cliff (did it fall and die, or just drop a couple of blocks? is it bobbing around in water?). Shooting at distant targets in the dark, in tall grass? Much easier to find them for that second shot.