C# isn't read straight by windows either. It uses CLR to interpret the code and to provide garbage collection.
- pianoman373
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Member for 8 years, 5 months, and 19 days
Last active Tue, Aug, 22 2017 23:14:01
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Oct 24, 2016pianoman373 posted a message on MCPE: 0.16 Now Live - Check Out Add-Ons!Posted in: News
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Oct 23, 2016pianoman373 posted a message on MCPE: 0.16 Now Live - Check Out Add-Ons!Posted in: News
Guys you have to realize that the mobile and win 10 versions are different as in they use C++ as where that is faster than Java. Java is great for small applications; but not for games. They are probably putting add-ons because they are confident that adding add-ons to the C++ versions first is probably a safe move because they are much better versions and way faster too. I don't even have java installed or use java minecraft. I use the win 10 edition and MCPE on my phone.They would have to do some massive optimizing to get them to work with the PC version which I kind of doubt they will ever be added to the PC version because the Java version sucks; it lags, you add stuff to it and it gets slow, it uses too many system resources, and is terrible with texture packs.
People just need to give up the misconception that Java itself is slow. Of course C++ will always be slightly faster due to the fact that it is in machine language, but it really isn't that big of a difference. But you could also go on to say that because assembly language is faster than C++ we should all use that for games now. The problem with assembly language is that it's too hard to write, so C++ was made to be easier, but can't get that last ounce of performance like assembly language can. Java is just a second step in the tradeoff between code readability and performance. Depending on the project, if you have hard to read code you make mistakes which impacts performance.
The reason Java isn't used very often in gaming is because most of the libraries for gaming are written in C++, it is not because of the performance. Just look at the Unity game engine which uses C#. C# and Java are almost identical.
The Java edition of Minecraft is poorly coded compared to the MCPE versions, and that is the reason they run faster. It has nothing to do with the language. -
Jun 8, 2016pianoman373 posted a message on 1.10 Now Live!Posted in: News
If updates are shorter, then that means mojang won't be doing gigantic code changes like in 1.7/1.8. So if the minecraft code really doesn't change, just adds new stuff, then mods will have barely anything (possibly nothing at all) to update. The only people it may put pressure on are the forge and mcp guys.
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Jun 8, 2016pianoman373 posted a message on 1.10 Now Live!Posted in: News
Short quick updates are really going to be great for modders now.
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Jun 7, 2016pianoman373 posted a message on 1.10 Pre-Release 2 Available For Testing!Posted in: News
Dude, it's a toggleable feature.
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May 25, 2016pianoman373 posted a message on Snapshot 16w21a Ready For TestingPosted in: News
It's already possible to test relative coordinates. Just try /testfor @p[dx=0,dy=2,dz=0] it will come out true whenever anyone is above the command block, no matter where it is. You could also just use r=range if you position your command block right.
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May 11, 2016pianoman373 posted a message on Mod Spotlight: Weather, Storms, & Tornadoes (1.7.10)Posted in: News
There appears to also be a 1.8 version. Just not the recommended version.
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Mar 15, 2016pianoman373 posted a message on Teaching AI With Minecraft?Posted in: News
Wow, Microsoft is releasing something that runs on Linux, uses the java minecraft instead of windows 10 edition, and is making it open source? I'm truly shocked.
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It's really besides the point to bring up that it wouldn't punish pirates. Pirates can always mod the game to get past these things. The only point of the suggestion is to add a bit of humor.
And also, this is no joke the best suggestion I've ever seen.
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On the contrary, this may be better for modding. Smaller, shorter updates mean modders don't have to overhaul their code. The only hold-up may be MCP having to de-obfuscate everything all the time. A lot of mods that were in 1.8 have been able to update to 1.9 very fast because there are hardly any code changes.
To be honest, I don't think a mod will have to change any code to update to 1.10, no base code seems to have been changed, just new stuff was added.
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What about searge's itzlipofutzli puzzle!?!? It's still only up to "In 1.10 I'll add". If it never gets solved I guess that means searge won't add it?
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Heh heh... my bad...
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I'm not sure anyone else has discovered this yet. But apparently sky color is now determined by the biome you're in. So far I've only found that deserts have a slightly brighter sky color. You can really notice the difference when you walk into a desert border.
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Man they just keep on porting more and more features from PE in this update. So far none of it has been bad though, I'm just worried how far they might go. I wouldn't want to see the PE 3D skin packs in the java edition.... unless they were free, and we can use JSON models for our skins now. Come to think of it, that would be a great port if they don't go all DLC on it.
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Seriously what's the harm in adding in blocks "for no good reason"? It just gives builders a new block to work with. To be honest, I wouldn't
mind jeb adding a ton of new blocks "for no good reason". Builders need new textures to work with, and they're super cheap to add. I mean what exactly is there to complain about here?
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While mirroring and rotating will be cool, it's still not the main use. It's main use is to /clone an object into a file, or vice versa. Think .schematic files. I see this more as a modding tool than anything else. Sorta like the .json block model files, but now for world generation mods.
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Structure blocks do outline the selected area that will be written to a structure file, so I'm guessing that's what the white is. Basically structure blocks are like /clone but they use blocks with nbt parameters and you place one at each corner and it copies it to an .nbt file.
The wiki has some information on this: http://minecraft.gamepedia.com/Structure_Block
This is how they were able to make the end cities really complicated without having to code all that fancy architecture.
I've done a lot of experimenting with the current structure blocks and I've never been able to do anything with them. It seems that Mojang did something to disable them when they were done using them. Maybe they're making them usable for modders now? If that's true then we could see something similar to the .schematic files.
EDIT: I just realized that white square is around another nether stronghold. Could this mean mojang is revamping nether strongholds to use the new end city technology?
And also, what does jeb mean by it being the second "game editor" block in 1.10? Is there yet another new block?
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The only reason windows 10 edition runs better than the java version is because Microsoft is able to dedicate much more time to it than Mojang does. It has much more optimized rendering and Mojang is still working on cleaning up the java version's rendering.
I think the windows 10 edition will always perform much better than the java version, because when Minecraft was made, notch was just having fun and didn't think about making a good engine. That doesn't mean I'm switching to windows 10 edition though. In fact I despise it.
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Man that works really awesome. Nice job.
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Well I think this should be a pretty extreme challenge (if not impossible).
I have seen these devices before, but i'm not sure what they're named. They're the devices that are made of 2 dispensers and 2 comperators or something. They take a single input and have 2 outputs, where the output is random. I guess I could call it a randomizer, but i think that's the name for the device that gives pulses at random times.
So basically my request is to make an alternative version of this device..... in pocket edition. You could make it single use only if you want (i'm thinking falling sand based or something).
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Lol yeah I had to make my account to post to this thread, i've been meaning to do it for a long time now.
I'll probably make a thread on it once it's a bit more developed and I have some more to show.
You are definitely right about the fact that it shouldn't only be about exploration. And my goal for this mod is for it to be very scientific and educational, and still be pretty fun. The scientific part, I have all figured out. Now the fun part will probably be a process after i release alpha. But i'm hoping that making it very scientific will still make it fun.
So first off, I am not putting any monsters on planets that wouldn't really have life. Now i might put some life on Europa and Titan, but any monsters/animals will have to be for planets outside our solar system, which will be procedurally generated. So I will definitely want to make a procedural life generator. I know that sounds crazy, but this is minecraft and blocky aliens shouldn't be too hard to generate. My real point for this is that I dont want to make the universe a pre-programmed world. I want people to be able to go to millions of different star systems and really feel like they're in a huge galaxy. But the procedural star systems, is probably something for a later date.
So with not really any enemies, the main goal will have to be survival. First off, orbit-based free-flying is basically just how real spaceflight works. you liftoff, get enough velocity around a planet to where you can orbit it. You perform thruster burns in certain maneuvers to change your orbit, and maybe perform interplanetary travel. I've played spaceflight simulators, and basically that's how I want flying to be in this mod. Now of course I'll make the autopilot do most of the work for people who don't want to study orbital mechanics. But it will still be an actual challenge getting to the moon. You have to pack enough fuel, your ship can't be too heavy, you have to boost away from the earth at the right time. That in itself, I believe will make up for the gameplay-loss of not having enemies. And when you're actually on whatever planet you're on it should be a battle for survival. Beginner space suits will be fragile and may break in a martian dust storm, etc.
So hopefully once I finish laying all the base engine code, I can get to work on what will make it an actual fun mod.
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Well currently every planet and moon in the solar system has been added. But only mercury, venus, mars, and europa terrain generation have been programmed. all the other moons currently generate as europa. The whole solar system renders in the skybox of the planet you're on, but with a recent change I had to disable the daylight cycle, and need to bring that feature back. I have the chunk entity system to the point to where you can place a rocket core block which really isn't a block at all, but a spawned chunk entity with just 1 block in the center, and when you right click that block with a block in your hand it places that block into the chunk entity, giving the illusion of placing an actual block. my to-do list is to finish planet terrain generation, finish the chunk entity system by adding collision detection, add a whole new empty dimension representing space, which renders the solar system based on where you are and can only contain chunk entities. Simulate zero gravity (that's the toughest part). and add all the gadgets, parts for chunk entities to make them fly and such, airlocks, and any other cool futuristic gadgets I can think of. And possibly after the public release i'll add procedural star systems with procedural planets. This won't be too hard since the current planet system only requires a few parameters for each planet.
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Hello everyone, I am the main developer of a mod currently named futurecraft. The name will likely change in the future since we discovered other mods allready named this. I have been working for about a year now on this mod, and I will probably not be done anytime soon. Circuitlord is also a member of the team and hence his spoiler.
So yeah I know what you guys mean, galacticraft needs some improvement. Now I completely respect galacticraft and am not trying to replace it. This mod will basically be a more hardcore version of it (think of OpenComputers as compared to ComputerCraft).
My mod plans to have buildable rockets out of blocks, and by buildable rockets I dont mean like Archimedes' ships, you will be able to stand and build onto the rocket as it's an entity, free flying in space (by free flying I don't mean like star wars, but orbit-based), every planet (and moon) in the solar system, and realistic orbits of all the planets and moons.
And here are some screenshots so you know it's real.