This Idea/Issue has probably literally been brought up a couple hundred times. While It could be possible on PC or next gen consoles it isn't a possibility for the 360. The problem is the 360 doesn't have the processing power to do something like this.
I don't see why it can't be done. I'm not skilled at programming, but i've seen this feature in other games. (ex: Terraria has this feature)
Actually, I'm in agreement, there are redstone devices that cause more lighting related lag issues than this would, in fact I could generate more lag by systematically placing torches on each block I passed while walking down a hallway while I had someone behind me systematically removing then as I placed the next successive torch.... or just by repeatedly placing and dropping the same torch over and over in an otherwise dark room.
IMO, the 360 can more than handle this request and frequently does.
I do know a voxel that already has this, and would be fine if the coding is done well enough. However I would imagine since the engine is not use to such rapid light changes maybe it could be its' own source of light instead of updating the light engine itself.
There are many ways to go about this I am sure of that, but not all are good or bad. Each have their own advantage & disadvantage.
This would be a nice feature if they can make it not have much impact on block updates and the like. nothing like having that sort of lag. Probably would need an update to the light engine to add or modify such a request.
I wouldn't want it to be like that realistic dynamic water mod that the pc has, Now that would be too much for the 360. Something simple would be fine, as long as the effect is present.
I am 50-50 on this one, as it doesn't matter to me one way or the other. Just would be nice if it is, but no worries if never making the cut.
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
I actually saw an interesting suggestion for "portable torches" over in the PC section.
The suggestion was to have a lantern of some type that emitted particles, which when they came in contact with the ground, would emit light for a brief period of time.
This Idea/Issue has probably literally been brought up a couple hundred times. While It could be possible on PC or next gen consoles it isn't a possibility for the 360. The problem is the 360 doesn't have the processing power to do something like this.
The Xbox 360 has more than enough capability to implement a functional hand-held torch or lantern. It's more a matter of coding issue than anything else. Frankly, given the nature of previous updates to Minecraft 360, I doubt they will bother with something like this. Though it would be most useful.
Either way... a simple workaround is to turn the game's brightness up a bit so as to remove dark areas altogether. Certainly not as cool as a torch would be but it works.
Certainly not as cool as a torch would be but it works.
I don't think you get it. It IS a torch - the only thing is that when held, it shines light. It is not a new torch. Just a update to the regular torches.
I actually saw an interesting suggestion for "portable torches" over in the PC section.
The suggestion was to have a lantern of some type that emitted particles, which when they came in contact with the ground, would emit light for a brief period of time.
It's not dynamic lighting...but it's close.
Hmmm... interesting. I'm sure 4J/Mojang can make both of these idea possible.... i'm pretty sure.
This Idea/Issue has probably literally been brought up a couple hundred times. While It could be possible on PC or next gen consoles it isn't a possibility for the 360. The problem is the 360 doesn't have the processing power to do something like this.
On halo Master chief's flash light works in the same way= HAS PROCCESSING POWER.
I believe the real problem lays in mojang translating code instead of writing it... I doubt we will ever get anything the PC dosent have. Reality is harsh
I actually saw an interesting suggestion for "portable torches" over in the PC section.
The suggestion was to have a lantern of some type that emitted particles, which when they came in contact with the ground, would emit light for a brief period of time.
It's not dynamic lighting...but it's close.
Actually... that is dynamic lighting... Tracking multiple particles would take a LOT more processing resources than just figuring out which air block the torch has last moved from/to and updating the light values out accordingly per surrounding block (as if the torch was just placed in that block)... it wouldn't be as smooth of lighting graphically as using the particle/collision detection technique, shading and shadows would be an issue (but we don't really have that dynamically anyway), but it accomplishes the basic goal with a minimal amount of processing resources.
I believe the real problem lays in mojang translating code instead of writing it... I doubt we will ever get anything the PC dosent have. Reality is harsh
4J Studios is focusing on translating code... not Mojang AB (who writes the original core PC/Java code)... and we already have things on the consoles that does not exist in the core PC code that required writing new code, they are just less immediately obvious.
I don't think you get it. It IS a torch - the only thing is that when held, it shines light. It is not a new torch. Just a update to the regular torches.
You misunderstand. When I said that it is not as cool as a torch would be I was referring directly to my alternative solution of using the game's light settings to remove the obstacle of darkness faced by players.
A torch is obviously still a torch regardless of if it is on a wall or in one's hand.
4J Studios is focusing on translating code... not Mojang AB (who writes the original core PC/Java code)... and we already have things on the consoles that does not exist in the core PC code that required writing new code, they are just less immediately obvious.
I think the whole crafting UI is the most obvious one there. lol
plus automatically having controller support by default.
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
The problem is that this would require constant lighting updates. And you all know how much of a problem this is on the 360 anyways. Whenever you dig certain blocks, or cut down a tree, you're left with those patchy dark spots, which are hard to get rid of. Even if we didn't get too much lag, the light from these torches, they would leave dark spots everywhere you went, requiring more placement of torches, or requiring you to go back and put water down to get rid of those dark spots.
What they could do is make it so that it creates a light source block on the block where your feet are. It would just be an air block that gives off light. When you enter water, replace it with a water block that does the same thing.
What they could do is make it so that it creates a light source block on the block where your feet are. It would just be an air block that gives off light. When you enter water, replace it with a water block that does the same thing.
That might work, but you would still be left with this patchy dark spots.
What they could do is make it so that it creates a light source block on the block where your feet are. It would just be an air block that gives off light. When you enter water, replace it with a water block that does the same thing.
Or, instead of changing the block type, the game could just set the illumination in the block where the upper body is to 14 and update the lighting immediately around (as if a torch was placed in that block), no block ID's have to be changed, just illumination levels.
That might work, but again, you would be left with
That might work, but you would still be left with this patchy dark spots.
The advantage to having a moving/mobile lighting system is that the updates happening periodically would actually be more likely to clear the patchy dark spot issues rather than cause more of that particular issue.
Stay fluffy~
^^^^ Click it! You know you want to...
Actually, I'm in agreement, there are redstone devices that cause more lighting related lag issues than this would, in fact I could generate more lag by systematically placing torches on each block I passed while walking down a hallway while I had someone behind me systematically removing then as I placed the next successive torch.... or just by repeatedly placing and dropping the same torch over and over in an otherwise dark room.
IMO, the 360 can more than handle this request and frequently does.
There are many ways to go about this I am sure of that, but not all are good or bad. Each have their own advantage & disadvantage.
This would be a nice feature if they can make it not have much impact on block updates and the like. nothing like having that sort of lag. Probably would need an update to the light engine to add or modify such a request.
I wouldn't want it to be like that realistic dynamic water mod that the pc has, Now that would be too much for the 360. Something simple would be fine, as long as the effect is present.
I am 50-50 on this one, as it doesn't matter to me one way or the other. Just would be nice if it is, but no worries if never making the cut.
The suggestion was to have a lantern of some type that emitted particles, which when they came in contact with the ground, would emit light for a brief period of time.
It's not dynamic lighting...but it's close.
Stay fluffy~
The Xbox 360 has more than enough capability to implement a functional hand-held torch or lantern. It's more a matter of coding issue than anything else. Frankly, given the nature of previous updates to Minecraft 360, I doubt they will bother with something like this. Though it would be most useful.
Either way... a simple workaround is to turn the game's brightness up a bit so as to remove dark areas altogether. Certainly not as cool as a torch would be but it works.
I don't think you get it. It IS a torch - the only thing is that when held, it shines light. It is not a new torch. Just a update to the regular torches.
Hmmm... interesting. I'm sure 4J/Mojang can make both of these idea possible.... i'm pretty sure.
^^^^ Click it! You know you want to...
On halo Master chief's flash light works in the same way= HAS PROCCESSING POWER.
Not exactly.
The polygons in Halo don't "update" when the light hits them the way the individual blocks do in Minecraft.
Actually... that is dynamic lighting... Tracking multiple particles would take a LOT more processing resources than just figuring out which air block the torch has last moved from/to and updating the light values out accordingly per surrounding block (as if the torch was just placed in that block)... it wouldn't be as smooth of lighting graphically as using the particle/collision detection technique, shading and shadows would be an issue (but we don't really have that dynamically anyway), but it accomplishes the basic goal with a minimal amount of processing resources.
4J Studios is focusing on translating code... not Mojang AB (who writes the original core PC/Java code)... and we already have things on the consoles that does not exist in the core PC code that required writing new code, they are just less immediately obvious.
You misunderstand. When I said that it is not as cool as a torch would be I was referring directly to my alternative solution of using the game's light settings to remove the obstacle of darkness faced by players.
A torch is obviously still a torch regardless of if it is on a wall or in one's hand.
I think the whole crafting UI is the most obvious one there. lol
plus automatically having controller support by default.
Animes I've Watched/am watching - Sword art online , Fairy Tale , FMA Brotherhood, InuYasha
That might work, but you would still be left with this patchy dark spots.
Or, instead of changing the block type, the game could just set the illumination in the block where the upper body is to 14 and update the lighting immediately around (as if a torch was placed in that block), no block ID's have to be changed, just illumination levels.
The advantage to having a moving/mobile lighting system is that the updates happening periodically would actually be more likely to clear the patchy dark spot issues rather than cause more of that particular issue.