I couldn't find any real detail about how mechs will work in that project, or what they will look like, so I am reserving judgement. I do like that the developer is trying out a new explosion algorithm for larger bombs, but he really needs to improve the performance dramatically if he wants it to be practical.
I would suggest a Monte Carlo approach. That way the sampling accuracy can be scaled to the whatever level is needed for real-time operation. Additionally, a sufficiently lower sample rate would result in a less uniform crater, which I think could improve the appearance.
like except for making a whole mod pack separate it into pieces like future craft ore, or future craft armor into its own separate mod
that way people will be able to enjoy pieces of the mod and still have progress of the mod making
like except for making a whole mod pack separate it into pieces like future craft ore, or future craft armor into its own separate mod
that way people will be able to enjoy pieces of the mod and still have progress of the mod making
like except for making a whole mod pack separate it into pieces like future craft ore, or future craft armor into its own separate mod
that way people will be able to enjoy pieces of the mod and still have progress of the mod making
I don't think that's a good idea, and these guys seem to be the barons of good ideas, so I doubt that will happen.
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It's hard criticizing ideas when one is tired, so you'd better appreciate it when I criticize yours.
The Meaning of Life, the Universe, and Everything.
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Well the alpha and stuff will be available for the community so best way to get in is to visit our site at FC-Mod.com
Feel free to post there your ideas or ships you build. I'm sure people will appreciate if you make the mod spotlight once we have something impressive to show.
When the IRL project occupying all my waking hours is over (relatively soonish from now), I will toss up a banner saying "Fr0stbyte can get back to work now!" and we will have a party. I am thinking there will be cake and ice cream. Everyone is invited except for Hyperlite. He knows what he did.
When the IRL project occupying all my waking hours is over (relatively soonish from now), I will toss up a banner saying "Fr0stbyte can get back to work now!" and we will have a party. I am thinking there will be cake and ice cream. Everyone is invited except for Hyperlite. He knows what he did.
When the IRL project occupying all my waking hours is over (relatively soonish from now), I will toss up a banner saying "Fr0stbyte can get back to work now!" and we will have a party. I am thinking there will be cake and ice cream. Everyone is invited except for Hyperlite. He knows what he did.
soonish meaning actually soonish?
or
soonish in fr0stbyte time?
First is moving Minecraft data out of the filesystem and into an SQL database. Either MySQL or SQLLite, depending on whether or not it is being run as a dedicated server. Tons of advantages, especially the way chunk data is getting split up (you don't want or need the whole thing at any one time), and massively improves scalability and maintainability. Not positive, but it might also reduce the footprint of the chunk cache if we can filter more precisely which parts of which chunks need to be in memory.
Not sure yet whether this will be a Copernicus thing or a Futurecraft thing, in other words, whether or not it will be available for other mods using the engine. We'll have to wait and see.
Second is dealing with space physics. People normally expect a top speed in flying games, but everything in space is moving, even if it is just the rotation of planets. Because of this, a static top speed will appear to be faster in one direction than another, which is exactly the opposite of what a player would want to see. However, you can make velocity relative to every object simultaneously because every object has different velocities themselves.
How do we solve this? No idea. But we're working on it.
There's also warp bubbles which make you go faster the farther you are away from any other thing. Handy for traveling the long stretches between planets. Less handy for navigating asteroid fields and gas clouds..
I would suggest a Monte Carlo approach. That way the sampling accuracy can be scaled to the whatever level is needed for real-time operation. Additionally, a sufficiently lower sample rate would result in a less uniform crater, which I think could improve the appearance.
http://www.youtube.com/user/DiamondDashGaming?feature=mhee
that way people will be able to enjoy pieces of the mod and still have progress of the mod making
that way people will be able to enjoy pieces of the mod and still have progress of the mod making
I don't think that's a good idea, and these guys seem to be the barons of good ideas, so I doubt that will happen.
FC-Mod.com
Feel free to post there your ideas or ships you build. I'm sure people will appreciate if you make the mod spotlight once we have something impressive to show.
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User fc already has more than 'max_user_connections' active connections [1203]
An sql error occurred while fetching this page. Please contact an administrator if this problem persists.
Extremely unlikely. Check the thread yourself.
Tiel fixed that. It only lasted a few minutes.
Still being developed.
YAY, but...the cake is a lie haha
soonish meaning actually soonish?
or
soonish in fr0stbyte time?
jk
i'll bring the party hats
First is moving Minecraft data out of the filesystem and into an SQL database. Either MySQL or SQLLite, depending on whether or not it is being run as a dedicated server. Tons of advantages, especially the way chunk data is getting split up (you don't want or need the whole thing at any one time), and massively improves scalability and maintainability. Not positive, but it might also reduce the footprint of the chunk cache if we can filter more precisely which parts of which chunks need to be in memory.
Not sure yet whether this will be a Copernicus thing or a Futurecraft thing, in other words, whether or not it will be available for other mods using the engine. We'll have to wait and see.
Second is dealing with space physics. People normally expect a top speed in flying games, but everything in space is moving, even if it is just the rotation of planets. Because of this, a static top speed will appear to be faster in one direction than another, which is exactly the opposite of what a player would want to see. However, you can make velocity relative to every object simultaneously because every object has different velocities themselves.
How do we solve this? No idea. But we're working on it.
There's also warp bubbles which make you go faster the farther you are away from any other thing. Handy for traveling the long stretches between planets. Less handy for navigating asteroid fields and gas clouds..