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    posted a message on [1.7.10, WIP] Technological Revolution - Guns, Computers, Vehicles & Logistics - Discontinued
    Sadly there is no download yet because we require a 3d artist.
    Posted in: WIP Mods
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    posted a message on [REQUEST] GLSL Shader mod for 1.8.1!
    HI
    Posted in: Mods Discussion
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Sonic Ether, will you be porting the shaders to minecraft 1.8's rendering engine now that it uses opengl shaders?
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    The code isn't missin just obfuscated, still workable.
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    Quote from Mephisto43»

    If Karyonix finds it necessary to wait, there may just happen to be a dependency that you might not understand Marko. Let him be able to take his time, I know we are all desperate to have it right away, but if you want the best quality he can provide, then you will require some patience.

    Just relax and sit back, he will get to it eventually. Trust me, you don't want to be having an unresolvable issue like OpenGL Error Code 9 every 10 minutes of your Minecraft life because you rushed him. But yeah, Karyonix can wait if he wants. However, if he wants to develop a portion of the 1.8 version while he waits, he is more than welcome to do that too. It's his choice and I would not recommend rushing him.

    Mephisto, I didn't say 'GET TO WORK!' or anything like that, i'm not rushing him. I just shared some information about mcp incase he was unaware of it. You know what they say, when you assume, you make an ass out of me and you. :P
    Quote from joshnoodle»

    So you know how to make mods huh? I'll give you a head start on deobfuscating that code.

    Yes I do, ok I'll get started then. :P No I not really a modder just an OpenGL coder.
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    @Karyonix You do not need to wait for an updated MCP, MCP is a decompiler/recompiler and well as deobfucator/obfuscator, meaning it doesn't have to have an updated version with new variable name (for obfuscation) to work with latest minecraft releases, just use the jar from versions/1.8/18.jar
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Hello SonicEther,

    I was wondering if you would like some Macintosh support, I'd be happy to help out with the Mac issues, I've even had experience in writing my own GLSL for my 3D game engine which runs on Mac, Windows, Linux etc.

    Some of the features not shown are normal mapping and parallax mapping.

    -Regards
    marko5049
    Posted in: Minecraft Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from 4HeadTiger

    My guess is that it's because the lighting system is really bad.

    Cuchaz, you might have to patch up, or completely rebuild a huge part of the lighting system at some point if you want to infinity-ise the world height. Afaik, the current system was sort of hacked in around a world height of 128 and simply cannot cope with really tall worlds.

    Are you familiar with the heightmap solution from the Cubic Chunks suggestion thread?

    And in regards to chunk-loaders -> it would have to operate on a 16x16x16 chunk, and by the looks of things, it seems like a normal chunk loader probably would not do this properly. It might be a really nice feature to add into the tall worlds mod by default (give it the command block texture or something lol).


    One thing that minecraft does very inefficiently is that when it loads a chunk it load 16*16*256, when really it only needs to load a max of 64 down/up from the player. And I do not understand how the lighting system being 'basic' would break it, lighting is applied to each fragment or geometry based on the coder's choice, so because he is drawing vertices, the only way the gpu understands, the fragments should still be shaded!
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz

    Brilliant! That looks like a very useful mod. =)

    I've heard of CodeChicken before, but I didn't know they had chunkloader tools too.

    In other news, I'm working on making the world generator cube-based! I'm almost done, except the damn lighting system hates me with the fiery passion of a thousand burning suns. Expect another fun video when I finally get this damn thing working.


    Whats wrong with the lighting?
    Posted in: WIP Mods
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    posted a message on [Freeuse, No permission needed] FpsPlus 1.5.2-1.7.10+Source
    Hello Abandenz,

    Got a few suggestions, don't know what you have but here is what i've got:
    Advanced Frustum Culling (Of course, bounding boxes)
    Geometry Instancing
    Texture Instancing
    Level Of Detail
    VBO's & IBO's
    Rendering Priorities (Eg, creeper 5 blocks away is more important to render than one 60 blocks away).
    GL_TRIANGLE_STRIP - However you would need to change the order of you vertices.
    Posted in: Minecraft Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz

    Rendering optimizations are well beyond the scope of what I'm trying to do with this mod. I certainly don't want to rewrite the tesselator. I'm just focusing on chunk management to raise the world height.


    Ok, good luck, and have fun. bye
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz

    I'm pretty sure Minecraft already does frustum culling for terrain rendering. You wouldn't want frustum culling in the chunk loader itself anyway. It's only useful as a rendering optimization.


    Thats why it happens in minecraft rendering engine. :P Does minecraft use glCullFace(GL_BACK); already? Also, since you already created a custom chunk system, have you thought of taking minecraft's tesselator and making it use the more efficient VBO's and IBO's, this would also allow for easy implementation of geometry instancing.
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz

    Nope, not yet. Those would be cool to have some day though.


    Yeah, notch needs to make add those, and make his occlusion queries better.. anyway is you wan't here is frustum culling tutorial, very easy to follow: http://www.crownandcutlass.com/features/technicaldetails/frustum.html
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz

    If I start working on a visibility system for cubes, it will probably work something like that. Except I'd also try to compute visibility even when cubes aren't completely solid or completely air.

    As for the block ticking when cubes are unloaded, I'm not planning to implement anything like that. I think it's outside of the scope of this mod. Someone could make another mod that does it though. Perhaps an easier solution though is to make a special block that you can place next to your smelters that keeps that cube from unloading. That's something a mod could definitely do pretty easily.


    Have you tried implementing advanced performance techniques, like; frustum culling, geometry instancing, occlusion queries, level of detail (LOD)?
    Posted in: WIP Mods
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    posted a message on [1.7.2] Minecraft: Combat Evolved - A Halo Mod for Minecraft | New update coming soon
    Hey Grunt,

    Haven't talked to you in ages! I see you have done a lot since you came back. Noticed you still haven't implemented the AR's ammo count.. Lol, you could just use glPush/PopMatrix() then apply transformation and render with fontrenderer. Anyways how are the vehicles and all that going?
    Posted in: WIP Mods
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