hello again i know you told me to not post on this anymore but I've changed my ways i wont be such a Dbag anymore so please unblack-list me from the mod/server?? sincerely,and my apologies,deathboy2011 (P.S. the guy pretending to be my cousin really isn't hes just some creeper stalker dude don't listen to him)(P.S. P.S.heres a diamond block )
Incredibly sketchy post is incredibly sketchy. As far as I know you aren't banned from any servers because there aren't many servers for you to be banned from, because the mod does not yet exist. Because we have a new forum, you aren't banned there, although I can't speak for your account (presumably you have one) on the old forum.
Rollback Post to RevisionRollBack
May the Force be with you. Unless you're a troll, in which case, may the farce be with you.
To summarize, the render pipeline is the current and biggest challenge, since we have to be able to see the entirety of a planet at least 5km across, and while we are making progress on that, it's requiring a ton of really cutting edge techniques and a ton of research. The constraints keep changing, too, and some things which were previously considered optimal are cast aside for other methods which had been dismissed as impractical. It all comes down to understanding the nature of the hardware, which is by no means a simple thing. However, the past month has also seen more progress than the previous 6 months combined, and the end is finally in sight, for the render phase.
Once it's ready, we'll have a render engine which looks identical to Minecraft's, but has a multi-kilometer draw distance as well as the capacity for adding more advanced shader techniques like what you might find in Sonic Ether's pack, though it likely won't take the same approach.
If we're careful, this render stuff can be released as a standalone mod, and work in the same niche as Optifine, though it only really starts getting impressive once the server side is included. I hope to release every aspect of the engine in much the same way. The downside is that it's going to break a ton of base classes in non-trivial ways, which is going to make it difficult to use with other mods, but we'll deal with that when the time comes.
I'll make an official post once everything is nice and finalized. There have been about 3 distinct generations of rendering code in just this last month, so I don't want to commit to anything just yet.
Futurecraft is a massive game mod sitting on top of an equally massive engine mod called Copernicus, which we need to make first to get Minecraft performing at the level we require. Once completed, Minecraft + Copernicus will be very likely the most advanced cube-world engine ever made (there are only a handful to compare against, but it still sounds impressive).
Ships are not handled like the Zeppelin mod, but they are similar to physics craft/ships and boats, in which moving vessels are individual static worlds, and each is handled as a single virtual entity. The performance here is not tied to the size of the vessel, and we are aiming to allow the largest class of ships to be a few kilometers in length. The main limiting factor here is what can be displayed on low-end PC hardware, since Minecraft set the bar on minimum system requirements ridiculously low. We have to ensure the same level of gameplay for those as what may be available to high end PCs.
yes but is there the same possibilities in this mod and in the zeppelin mod? (ascend, descend, turn left/right, go forward, go back, stop the craft, increase/decraease the speed etc....)
and will it have to be installed like a "normal" mod?
For installation, since it is such a beast of a mod, and since it's not going to work with most other mods, we'll be including an installer which will create a separate directory for Futurecraft, along with its own launcher, like what you might see in a total conversion mod. You'll be able to play Futurecraft and Minecraft side by side.
Once completed, Minecraft + Copernicus will be very likely the most advanced cube-world engine ever made (there are only a handful to compare against, but it still sounds impressive)
Well that was a nice thought while it lasted. All Atomontage had to do was add some fake voxel lighting and it automatically won that title.
Sorry, no clue yet. Parts are constantly getting scrapped and redesigned as I learn more about engine design and the science behind it. It's come a seriously long way since that old video on the first page, and I have no doubt that the current design will change several more times before it is done.
Since the last time I discussed the engine (which by now is buried pretty deep in this thread), we are now working with:
A new, more efficient geometry meshing technique that can still support both texture and lighting inside a fixed pipeline (which will allow it to work as a normal standalone mod for an instant, no-consequence performance boost).
A new raytracing algorithm specifically designed for rendering distant Minecraft terrain, and supports a number of compressed voxel structures.
Hardware tessellation for cards which can take advantage of it.
A shader-friendly pipeline, for implementing Sonic Ether-style effects (plus a few new ones, which should be interesting).
Variable LOD on raytraced terrain (finally) which will give us the ability to tailor the level of detail displayed for the amount of video memory available on the target hardware, rather than relying on a fixed draw distance.
Better occlusion culling based on bounding volumes, which we get for free from the compressed voxel representations. Additionally, culled geometry can now be completely removed from video memory, rather than simply not being drawn.
And depending on how my current research goes, we might even get the under-utilized CPU to take over part of the render pipeline, which could be a major boon for older PCs and laptops.
I doubt the rest of the engine work will be nearly as involved as the graphics have been, but I hope this helps give you an idea of the sort of evolution which has been taking place since we began this project, and why it is taking so long to show results. We have a long road ahead of us, but the community has been nothing but supportive. We're going to try and do a proper job of this, so that it will be worth all the waiting once it's done.
Enough with the ideas its been going on for a long long time just get coding it and preparing the launcher and later on you might think about putting other stuff in. And I may help with the textures and different items.So I can problably help you out.So if you want to do that just put it in in further updates or integrate the launcher to update when ever you want like the minecraft launcher Bro.
Enough with the ideas its been going on for a long long time just get coding it and preparing the launcher and later on you might think about putting other stuff in. And I may help with the textures and different items.So I can problably help you out.So if you want to do that just put it in in further updates or integrate the launcher to update when ever you want like the minecraft launcher Bro.
Yes, big ones, and you have several method for doing so, including mass production. There are some restrictions on size, but they are mostly tied to game mechanics rather than engine limitations, and I'm thinking those will probably be waived in creative mode, or at least be optional.
I know for a fact this is not the first time we've discussed this. Ships are classed by their cores, and creative mode won't use the tech tree, so it stands to reason that they won't be limited by core tech.
Yes, big ones, and you have several method for doing so, including mass production. There are some restrictions on size, but they are mostly tied to game mechanics rather than engine limitations, and I'm thinking those will probably be waived in creative mode, or at least be optional.
Pretty much this.
We're still having a pretty active debate on the forums over the game mechanics while the engine work is being done. The current discussion is over how to allow peaceful players and PvP players to exist in the same persistent server cluster without the entire galaxy getting reduced to a lifeless crater-pocked wasteland (this is an actual and very real concern).
Feel free to join in if you like.
Also, @sonyaxe, the way the engine handles ship entities, it should never be significantly more difficult to run than that same ship constructed as static terrain. Collision is about the only thing that scales with the size of the vessel, and that routine is already quite heavily optimized and pipelined. I've got details on the old forum...somewhere...
The Meaning of Life, the Universe, and Everything.
Join Date:
8/17/2011
Posts:
141
Member Details
No way we find that one then ... Anyway I extracted the contents into this short paragraph.
"I did something very complicated, so complicated it will blow your mind, has more digits than Pi and uses a 52 lettered alphabet where each two letters combine into a new letter and if all those letters are combined you get a word representing awesomeness (Which will be about 1.706765552741321719742779146915e+89 letters long).... Anyway it's working now ".
I did something very complicated, so complicated it will blow your mind, has more digits than Pi and uses a 52 lettered alphabet where each two letters combine into a new letter and if all those letters are combined you get a word representing awesomeness (Which will be about 1.706765552741321719742779146915e+89 letters long).... Anyway it's working now .
Why don't you make something like NoPVP where you can turn off PVP and no other player can kill you and you can't also harm others? You could save a spaceship like under your name like in books and it will be protected too. But so people don't spam it you can only change it once in a certain amount of time like 1 week or so... And if you are under attack you can't change neither?
I think the bigger problem is going to be with territory. How do you keep player builds and stations protected from heavily armed griefers while keeping siege play satisfying for those who want to PvP? Peaceful groups will never be able to defend themselves as well as agressive groups who focus entirely on combat. The only way I can think to avoid throwing them to the wolves is with admin protection, but that can lead to all sorts of problems we can't be having in a shared universe. Worse yet would be if a player could attack indescriminately while his own operations are admin protected.
Incredibly sketchy post is incredibly sketchy. As far as I know you aren't banned from any servers because there aren't many servers for you to be banned from, because the mod does not yet exist. Because we have a new forum, you aren't banned there, although I can't speak for your account (presumably you have one) on the old forum.
My last estimate was early Spring of 2012, so apparently not.
As for what I'm currently up to, here
http://futurecraftfo...c.php?f=3&t=165
and here,
http://futurecraftfo...c.php?f=3&t=218 for the most part.
To summarize, the render pipeline is the current and biggest challenge, since we have to be able to see the entirety of a planet at least 5km across, and while we are making progress on that, it's requiring a ton of really cutting edge techniques and a ton of research. The constraints keep changing, too, and some things which were previously considered optimal are cast aside for other methods which had been dismissed as impractical. It all comes down to understanding the nature of the hardware, which is by no means a simple thing. However, the past month has also seen more progress than the previous 6 months combined, and the end is finally in sight, for the render phase.
Once it's ready, we'll have a render engine which looks identical to Minecraft's, but has a multi-kilometer draw distance as well as the capacity for adding more advanced shader techniques like what you might find in Sonic Ether's pack, though it likely won't take the same approach.
If we're careful, this render stuff can be released as a standalone mod, and work in the same niche as Optifine, though it only really starts getting impressive once the server side is included. I hope to release every aspect of the engine in much the same way. The downside is that it's going to break a ton of base classes in non-trivial ways, which is going to make it difficult to use with other mods, but we'll deal with that when the time comes.
I'll make an official post once everything is nice and finalized. There have been about 3 distinct generations of rendering code in just this last month, so I don't want to commit to anything just yet.
Ships are not handled like the Zeppelin mod, but they are similar to physics craft/ships and boats, in which moving vessels are individual static worlds, and each is handled as a single virtual entity. The performance here is not tied to the size of the vessel, and we are aiming to allow the largest class of ships to be a few kilometers in length. The main limiting factor here is what can be displayed on low-end PC hardware, since Minecraft set the bar on minimum system requirements ridiculously low. We have to ensure the same level of gameplay for those as what may be available to high end PCs.
...It's a little more elaborate than that.
For installation, since it is such a beast of a mod, and since it's not going to work with most other mods, we'll be including an installer which will create a separate directory for Futurecraft, along with its own launcher, like what you might see in a total conversion mod. You'll be able to play Futurecraft and Minecraft side by side.
Well that was a nice thought while it lasted. All Atomontage had to do was add some fake voxel lighting and it automatically won that title.
Nobody beats Atomontage in a voxel-off.
Since the last time I discussed the engine (which by now is buried pretty deep in this thread), we are now working with:
I doubt the rest of the engine work will be nearly as involved as the graphics have been, but I hope this helps give you an idea of the sort of evolution which has been taking place since we began this project, and why it is taking so long to show results. We have a long road ahead of us, but the community has been nothing but supportive. We're going to try and do a proper job of this, so that it will be worth all the waiting once it's done.
Been coding, Bro, but thanks for the tip.
*edit*
Nvm, it's fixed now.
O_O
So... I could have a 1,000,000 block frigate?
No A frigate goes from 5000 to 10000 but the mod page is outdated and that more like a assault ship size.
We're still having a pretty active debate on the forums over the game mechanics while the engine work is being done. The current discussion is over how to allow peaceful players and PvP players to exist in the same persistent server cluster without the entire galaxy getting reduced to a lifeless crater-pocked wasteland (this is an actual and very real concern).
Feel free to join in if you like.
Also, @sonyaxe, the way the engine handles ship entities, it should never be significantly more difficult to run than that same ship constructed as static terrain. Collision is about the only thing that scales with the size of the vessel, and that routine is already quite heavily optimized and pipelined. I've got details on the old forum...somewhere...
"I did something very complicated, so complicated it will blow your mind, has more digits than Pi and uses a 52 lettered alphabet where each two letters combine into a new letter and if all those letters are combined you get a word representing awesomeness (Which will be about 1.706765552741321719742779146915e+89 letters long).... Anyway it's working now ".
Yes you did.
I think the bigger problem is going to be with territory. How do you keep player builds and stations protected from heavily armed griefers while keeping siege play satisfying for those who want to PvP? Peaceful groups will never be able to defend themselves as well as agressive groups who focus entirely on combat. The only way I can think to avoid throwing them to the wolves is with admin protection, but that can lead to all sorts of problems we can't be having in a shared universe. Worse yet would be if a player could attack indescriminately while his own operations are admin protected.
The two groups almost have to be separated.