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[1.2.5] PhysicsCraft Pre-Beta [0.18]: Cloth Physics and Rope Collisions Preview Vid Added


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#1

Eagle_Orion

Posted 08 June 2012 - 03:39 PM

*
POPULAR

NOTES ON NEW "NAMES" POLL:
Spoiler:

Basic Description:

PhysicsCraft is a Minecraft moveable blocks mod that implements physics for force, torque, pressure, drag, and everything else you would need to build ships along with an assortment of other things (I'm hoping players will even come up with new uses for it). It is similar to the Ships and Boats Mod or Zeppelin mod, but the physics is more in-depth, and the overall purpose of the mod is much more broad.

Instructions:
Spoiler:

Installation Instruction: Installation instructions are in the downloads! Just check the .txt files. Mac Users: I've been told the directory for the minecraft.jar file on a Mac is: library > Application support > minecraft >bin. Although apparently several users right now are experiencing an issue that makes the mod inoperable. I will try to fix this as soon as possible.


NOTE: This mod is in a VERY early stage of development. There may a few glaring bugs, plus some core components not added yet. Check back frequently for updates.

DOWNLOADS

Water Breaking Bug Fix : <<<<< Just put ki.class in minecraft.jar, same as the rest of the files. WARNING: I no longer have Minecraft 1.2.5 (just the eclipse MCP work environment) so I wasn't able to test putting this in minecraft.jar, but it should work.


New "Compatibility" Version (0.19) (Note: this version is not necessarily compatible with forge or modloader, but the code has been rewritten such that only 4 class files in the base code are edited. Of those, two files only have one line of coded added each. This should greatly facilitate my ability to make versions of the mod compatible with various different mods. But I haven't done any other mod compatibility testing yet.)

PhysicsCraft_0.19
Another note regarding rope collisions: The algorithms for rope-collisions are only half-implemented in this version. Also, I have not worked out cloth placing, so you won't have that yet. Time for me to start on fluid dynamics so that I can put cloth more to work with winds. After that, I'll get to the cloth placing.


(0.18) (Ropes just added for Creative Mode. Does not include SMP or water displacement feature of the earliest version, but those should be added soon)

PhysicsCraft_0.18

Note on File System For This Version:
Spoiler:

Earliest released version (Potentially slow, especially after adding several blocks. Processing speed has been considerably optimized since this version. It is SMP and SSP enabled.  No rotations, torque, etc. but DOES contain water displacement):

http://adf.ly/9m2mL



BLOCK MASS LIST:
Spoiler:


Videos: (Check youtube comments for more info. I've decided to stop posting everything here aaaall the time)

Cloth and rope collisions info (along with other plans info):
Spoiler:

Cloth Physics and rope collisions (not released yet):


Rickety Bridge Experiment


Large scale moveable structures (Could have probably made it much larger, if I didn't run into the rendering bug)


Rope and Resizeable Blocks Vid (resizing not released yet: gotta make a sensible implementation. Block scaling is near END of video (not EXACT end, but shortly before.):


IPodMail Video


GameChap and Berty Video


Rotations and Torque Physics First Vid:


Archived Vids:
Spoiler:

Comments on various plans for the mod (not comprehensive. I have many more besides):
Spoiler:

Updates, in reverse order:
Spoiler:

Original Description:
Spoiler:


Current programming itinerary:

-Finish Ropes and axels (Ropes first. Axels next)
-Add solid block to block friction and elastic collisions (currently have inelastic collisions. Adding elastic shouldn't be a stretch, no pun intended.)
-Set up new water hydraulics that should assist me in making a much cleaner water displacement algorithm (will postpone for a while)
-Test hydraulics for draining and filling spaces (for submarines mainly. If I got the hydraulics working, pistons would do the rest for me, opening and closing compartments. I hope minecrafters will find multiple uses for this though.)
-Re-implement everything missing from the most recent version that was in the earlier version (including SMP). I'll improve SMP lag issues in the process of the code re-write.
-Weight systems for entities (Entity is almost anything that isn't a block and moves in some way: players, animals, exp orbs, items like beef and broken blocks hovering on the ground, etc.) Player's weight will include what they're carrying.
-When I get chests working again (I'll probably wait on the debug until the new Minecraft version roles around in August), I'll set up weight systems for those too based on how much they're carrying.

Other :

-A cloth mod? (Not a far cry implementation from the rope physics implementation. Would make for much better sails (especially ones you could unravel, like in a real ship.)
-Add hot air physics.
-And at some point, get all the blocks that currently don't work on a set of moveable blocks working.

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#2

ClannadForever
  • Minecraft: ArchAngel075

Posted 08 June 2012 - 03:51 PM

First!

Good idea about realism and the like, since it gives a excellent balance to it all.
Funny how collision just isnt there yet :P but once thats added you have a good start.
Some idea for realism:
Fuel (Yeah alot of "move" mods list this but i haven't seen it added to any atm)
Lastly i pray that this becomes SMP eventually as im tired of finding SSP only "move" mods
-Clannad Fan-
Watched : 8 times, read 3 times, played 14 times.

#3

Eagle_Orion

Posted 08 June 2012 - 07:30 PM

You mention other "move" mods. I've seen a few things for moving blocks,  but not like this. Just wondering, has it been done before?

Also, as far as SMP goes, the only Minecraft I play anymore IS smp. As soon as I implement block collisions, and resolve some glaring issues with rendering, I'll probably move on to setting this up in SMP. It'll be a lot easier to get data on bugs if people are actually using this mod, and I know I probably wouldn't use it except in SMP.

Of course it will still be a very early stage mod. You mention fuel, but I plan to set up the physics engine first. Transportation will have its own challenges once you have to handle wind currents, ocean currents, and buoyancy, and means to heat up air. After that I may create some type of turbine/propulsion methods for people looking to overcome the whims of the weather patterns. That will require some type of energy bank. Long in the future though.

#4

every1run

Posted 09 June 2012 - 12:52 AM

uhhhh.....zepplin mod comes to mind.....
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#5

Molle
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  • Minecraft: molle1997

Posted 09 June 2012 - 01:03 AM

There's two mods that have already done this... even more. Sorry, but you're a bit late for one of these. BUT that doesn't mean this could end up better than the others. If you could somehow magically make it able to use mod blocks (explosives+ missile launchers), i would definitely get it.

EDIT: Wait a sec. I don't think the others allow you to place blocks on it while it's moving. Definitely keep making this, it has potential.
Posted Image

#6

Eagle_Orion

Posted 09 June 2012 - 08:47 AM

Yeah, I ran across the other Zeppelin mod earlier today. Only skimmed it, but it seems like it handles most of its movement with special blocks. Hey, if they haven't done physics yet, I'm still gung ho!

Also, I've got a crude block collision set up, resolved the render issues, and am currently trying to get what I have now transported to SMP through minecraft_server.jar (don't know if there's a way to mod with the exe file, but probably no biggy.)

I also did a major overhaul on how I got the block rendering to work. New method is way less processor-work and makes blocks move more smoothly (not that it will come across in any choppy videos I upload.) I'll keep you posted when I'm ready to start testing some servers. Have no idea if that will be quick to implement or not.

#7

anicet74
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Posted 09 June 2012 - 09:18 AM

this mod looks good because you can place bloc when you move but I think that would be better if it was more realistic:can't pass through blocks
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#8

Molle
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  • Minecraft: molle1997

Posted 09 June 2012 - 06:26 PM

Just looked at this again, and the SMP is definitely something that sets it apart from the others. However, the ships and subs mod already has physics (but I haven't tried it, due to mod conflicts)
Posted Image

#9

Eagle_Orion

Posted 11 June 2012 - 07:58 PM

New Update! Posted at top.

#10

knight133

Posted 11 June 2012 - 08:16 PM

Eagle_Orion, I would like to test your mod for you, and I would also make this ship for you If, I can test it.
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#11

Eagle_Orion

Posted 11 June 2012 - 08:44 PM

I don't think anyone's ever offered me a medieval merchant ship for a present... Why?! Why has this not happened yet!!!

Lol, I'll see about getting the .jars up for download as soon as I figure out more about applying copyrights, and use of adfly for profits. There seems to be some controversy over whether individuals are allowed to profit from minecraft mods, although the Minecraft Coder Pack states that you are not allowed to "Make money with anything based on MCP (excluding Minecraft mods created by using MCP)." So... I CAN make money from mods? In any case, the mod WILL BE FREE. I just want to know if I can make money from adfly.

I also need to figure out some issues with packet sending in servers. Noticeably, all my tests are with me, on my own server, running on my own computer. I don't think it should be too tough to set up the system for transfering over servers data related to the boat.

Note, STILL in an early stage though. Drag force has very basic implementation (proportional to mass and velocity), but I want something more advanced. I want to have it checked for each exposed (nonenclosed) face. More drag force added from water exposed than air exposed surfaces. Still proportional to speed and direction of air relative to boat. Then I plan implement into the drag a chunk air velocity and water velocity. That way sailing based on wind and ocean current physics will transfer seemelessly.

EDIT: Oh yeah, I also forgot that while I test for enclosures, I have to test for leaks. My original makeshift test was poor (clear a few megs of data to erase a few bits that say 10 or 20 blocks are enclosed... than repeat every 1/50th of a second.) Lol, but setting up leak testing should be no more difficult than the enclosure testing.

At some point I have to incorporate rotation. I did some early tests with rotation that worked, but I kept them out to avoid potential issues with collisions. Anyway, that's just a few of the things I'm still looking into. But I'll try to put aside physics and sailing related tasks and get the SMP fully and the .jars downloads. But first I need to know if I can use adfly.

#12

knight133

Posted 11 June 2012 - 09:03 PM

Also Eagle_Orion, can you add cannons in this mod please.

#13

anicet74
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Posted 12 June 2012 - 05:01 PM

will you release an open beta soon or will you continue to update this mod first?
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#14

Eagle_Orion

Posted 12 June 2012 - 06:50 PM

I THINK I should have a beta soon. I think I'm most of the way through resolving the packet sending issue for SMP. After that, gonna see if I can get a friend to test it to make sure the modded server and client files are functioning properly on another computer across the internets.

After that, I'll upload it.

Regarding the adfly issue: my current plan (although not absolute) is the following:

I plan to use adfly, but NOT prohibit any secondary distributors from using adfly or re-distributing the mod (at least for the first version of the software). As long as they give me credit for the original work, AND provide a link to this thread in whatever other forums, etc. that they re-distribute from, I'm happy. If they get money off of it in the process that I don't, that's fine with me, although I would like to be informed where the mod is being re-distributed (in case there are any helpful comments by users on that site). A post in here and an email sent (I should put up my email address) to me should be fine. You will not need to wait for a response from me for permission to post the first version of the software.

So anyway, that's it. Back to programming.

#15

viotech
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Posted 14 June 2012 - 07:34 PM

Great! The mod is looking AMAZING!
Can't wait!
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#16

viotech
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Posted 15 June 2012 - 02:56 PM

When do yah Think you'll have a Testable version out? Any estimate, or when it's done?
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#17

Eagle_Orion

Posted 16 June 2012 - 05:41 AM

I may have it up as early as tomorrow. I've got the packet sending all ship-shape and resolved several other issues that needed to be dealt with. There's a new issue with syncing ship movement in multiplayer between the server and the client that causes it to be very laggy whenever you use keyboard shortcuts to move the ship around. I've done a few things to lessen the issue considerably, but I'm reluctant to spend more time to fix it entirely, since it's a problem tied specifically with the keyboard shortcuts, which I plan to remove entirely anyway once I get some other things set up.

I have one major thing left to do, and that's test it out with a friend, or on SOME other server. However, if I can't do that within the next half a day or so, I might just put up the files I have now. They're all ready and ship-shape and... ah what the heck, here they are:

http://adf.ly/9m2mL

Once somebody confirms to me that it works on their server, with more than one player IN that server at the time, I'll also post it up at the top of the thread.

UPDATE: Vecmath problem stated in following posts may be resolved. Not sure yet. ALSO, as stated by others later, instructions for installation and use are in the download.

#18

mht03110
  • Minecraft: mht03110

Posted 16 June 2012 - 06:15 AM

the ships and boats mod is a lot like this...It does allow you to place blocks on the ships as they move. You should contact that developer to see if you guys can work on something together because both of your mods are much better than the zeppelin mod and have amazing potential for smp servers and single player worlds. Just my two cents. Great work
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#19

ClannadForever
  • Minecraft: ArchAngel075

Posted 16 June 2012 - 09:07 AM

Eagle_Orion :
Seeing as i am really wanting for a good SMP version of a "move blocks" mod that incorperates good realism and physics ill be supporting and testing on my server with friends whenever a new release comes about. Im not sure my friends will co operate or help but if i inform them if it works it stays on server XD

Just a note: What is install instructions ?
I will also be able to test conflicts since i am a heavy modded jar player XD

EDIT :
Try and mention that install instructions are included with download Posted Image to deter those that complain Posted Image

EDIT2:
installed, well tried to.
It gives me a nasty error that iv never seen so here :

Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: javax/vecmath/Tuple3d
    at net.minecraft.client.Minecraft.v(Minecraft.java:422)
    at net.minecraft.client.Minecraft.a(Minecraft.java:322)
    at net.minecraft.client.Minecraft.run(Minecraft.java:702)
    at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: javax.vecmath.Tuple3d
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 4 more

whats more is minecraft freezes on a white screen.
Ill be further trying with a super vannila minecraft install i have, as my current is unstrusting.
-Clannad Fan-
Watched : 8 times, read 3 times, played 14 times.

#20

ClannadForever
  • Minecraft: ArchAngel075

Posted 16 June 2012 - 10:05 AM

Tested on a clean .jar ...
I got the same problem as before.

Are any other needed mods supposed to be used ? forge/modloader?
-Clannad Fan-
Watched : 8 times, read 3 times, played 14 times.