coders can you make a mine craft mod that adds in animations when braking you can do it in cinema 4d and or blender. Then can you add the codes into minecraft and make a mod? There are three types I would like you to do. Note: this is an idea but, this is also a mod that never got released and no one has had it ever so, I need a coder team. Private message me if you want to join
JOIN THE CODER TEAM
I HIGHLY NEED SOME CODERS I ONLY KNOW BASICS NOT ADVANCED STUFF. ICHUN PLease join
ores with drops:
Wood Stone and everything else Except dirt:
ore concept Except if it drops like diamonds or emeralds:
Glass breaking will be its own separate animation
Api
i think it would only take a couple weeks and then make an api so it's mod compatable . for example if it says ore when you add that mod it will have the ore animation of braking if it has wood or log in it will be a wood spliting animation. if it is a regular block it will have the regular block. ad in cloud support for the aether. and add a dirt animation and anything with dirt or dirt like texture will have the dirt texture breaking animation.
All animations will be applied to modded Items and Blocks also if there is a bug you can change it in the config to a different animation or disable it
intirely
How this is possibly done
it will be done in a
block ,
particles animation ,
or the last resort an entities. entities are too laggy.
2 versions:
Vanilla servers (you will still need forge but, works on vinella servers)
Forge
Vanilla servers: will be just an animation or possibly a particle affect. Animation will disapears and same for particles
Forge: when break actually turns into blocks of the block fragments seen and turns into a block or quite possibly you might have to craft it. It will also interact with liquids.
physics mod extended: concept. needs to be updated and needs to be animated tree falling. also needs support for treecapitator/bkscore I would recomend making a wind into this mod to when updating it.
Physics Mod Animated Growth Concept: animated growth of plants and trees.
make better no cubes if have time.
Physics Mod Blocks and Items extended concept:
adds better block physics then current block physics mod
adds support for all mods through an api
adds better realistic item physics then item physics mod.
Physics Mod Extended: Customized sky mod
allows you to customize the sky color through a resource pack
and change it using nbt editor
adds sky color through biome and can edit it.
Physical Pain Mod Concept:
Blood mod basically but, not just for you for mobs to all mobs
needs an api so that the bigger the mob even modded the more the blood
it can be configed so the blood texture is sap. Why?
Physical Footsteps
ads an api which all mobs by there feet calculate footsteps
on all mobs including you.
Better Cubic chunks: has regular chunks renders normally but, renders chunks above block limit up to 4 at one time and also in the void to. you need to put on the modded armor: space suit to
survive when your suppose to be taking damage in the void. this will have an api so you can make biome and caves /mods with this.
Flooding mod
Rivers Mod
crooks brooks streams . cracks and
small wholes in the ground
randomly generated hills and or mountains
Make No Cubes working again
fix lighting glitches
fix no auto step
fix invisible blocks
Blender instead you have seen cinema 4d but, have you seen blender?
not sure if the 2d one is made with blender but, still physics.
there is alot of high tech physics out there with blender but, this will be an entirely separate mod
water physics
Fancy Block Animation concept(From evil minecraft mc 1.2.5)
I would like to just update evil minecraft block and possibly in a separate mod blood. I would also like to update evil minecraft itself. If i would update it it would be compatible with the animations above coders needed! private message me themodpackmaker.
Doing this would be incredibly intensive on your processor, the animations are calculated once and just played every time the animation is played, but to do it in real-time would require you to calculate everything in real-time. Unless you want a static animation to be played which is just... lame when you want realistic physics like this. And it'd also be intensive on lower end graphics cards, depending on how you do it.
You could pull this off by severely pulling realism and quality away by having particles, but this will remove the 3D objects and probably will have each particle react only to the environment, and not to each other (ie won't bounce off each other realistically). There's a variety of ways to do this, but none can do it in the same way those Blender / Cinema4D videos can as those are pre-computed, run the animation once for several hours and it's saved in a video file, ie it's not in real-time.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
i can't code looking for team lol. i just want to simulate cinema 4d or blender does.
And as I said, not possible the way you want it to work. Do you understand why?
Cinema4D and Blender are pretty much programs that make videos, the scene is rendered once then just played back through video. Look at my previous post.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
wow dude this is way more complex then a plugin. anyone of them i mentioned is more complex then a simple plugin except footprints mod but, that is only available for the player not mobs.
wow dude this is way more complex then a plugin. anyone of them i mentioned is more complex then a simple plugin except footprints mod but, that is only available for the player not mobs.
Exactly! See my point! The point I was making was what you want is too complex and too intensive to put into a mod the way you want it to work.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Trying to think of how to do this, and the only thing that comes to mind is creating a bunch of irregularly shaped entities on the destruction of the block. Have each entity have some random rotation and velocity, and don't even try to do collisions between them, just have them spill out across the floor. It won't look like whatever's going on here in Blender, but that's to be expected. This doesn't get you much better than the existing particle systems but I suppose the effect of 3d particles could look nice.
The problem is, of course, that the particle system right now is set to use a 2d sprite and not any sort of model. You'd either take a HUGE fps hit from spawning ~30-100 entities every time you mine a block, or you'd have to work in a bunch of batching and optimization, which seems quite hard, but I haven't looked at it so I don't know.
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you want to join the coding team? i don't think we should spawn them as an entities but, as a new thing in minecraft totally a block fragment that will enteract with the player but, isn't an entitie so it won't lag. the original this disappeared this one should work on servers but, the one were they stay as fragments before you pick them up as so many turns into one block will only work on forge. you in? all
So first off I don't have time to work on this right now so I can't be part of your team. A "block fragment" that has a model, a velocity, and can collide with players is basically the same thing as what an Entity already does, so rewriting it would be useless. And finally even if you did make some new non-entity to handle this it would still lag because it has to do all the same jobs as an entity. There isn't some magic intrinsic lag associated with Entities that a moder can just remove by commenting out a line of code.
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Here is my signature. If you like it, I am amazed.
you want to join the coding team? i don't think we should spawn them as an entities but, as a new thing in minecraft totally a block fragment that will enteract with the player but, isn't an entitie so it won't lag. the original this disappeared this one should work on servers but, the one were they stay as fragments before you pick them up as so many turns into one block will only work on forge. you in? all
An entity is a name given to anything which is not bound to the grid that blocks are bound to (blocks can only exist in the world where the coordinate is an integer, ie is perfectly 0, 1, 7, 5837, etc), so if it is not bound to the grid, it counts as an entity. Particles are entities, mobs are entities, items dropped are entities, players are entities. This has to be an entity, no way around it.
Really, any entity will cause lag, as the game still has to divert the flow of control to update the entity instance, which occurs for EVERY entity (this is what allows entities to move, to have gravity applied, to have health, etc), so no matter what an entity will add some lag into the mix.
This shouldn't cause too much lag due to the code being executed, the reason why this would cause lag boils down to 3 things: quantity,, rendering, and physics.
Because you want this to be similar to the effects seen in the Blender and Cinema4D animations, you can't skimp out and spawn these entities around the edges as the player will know from the lack of segments that it is downsized, and perhaps would be disappointed. So, you have to spawn enough entities to trick the player into thinking the block actually did break into segments, which would probably be somewhere between 30 and 200 or so entities, depending on the size and how you go about doing this. That's a lot of entities to process, even for beefy computers, they compute somewhere between 10 and probably 300 entities for the world, and that's spread out over all loaded chunks. Spawning these entities in per-block, say the player destroys 3 blocks in 5 seconds, that's a minimum of 90 and a maximum of 600 entities spawned every five seconds. That will cause quite a bit of lag. And as I said, you do need to spawn loads of entities to make this effect seem like the block is ACTUALLY breaking into segments.
You could use particles to do this, particles have inherent properties that would mean less work, but particles are designed to render as 2D planes constantly facing the player, so that would look super cheap. Or, you could use a cuboid model and just render the model as a custom entity, but that would also look cheap having 50 or so entities all the same shape. The best scenario would be to dynamically shape the models, but that in itself is a fair amount of work for the amount of entities required. Then, you have the issue of lighting. Custom models tend to have varied reactions to the lighting system of the game; some work flawlessly in it, some require a bit of work to get lighting correct and successful, others just plain don't work. I'd opt to say the latter-most answer would be the most likely one in this scenario.
Physics. Oh boy do we love you in games. This and the quantity are the biggest limiting factors for this idea. If you watch the videos of this idea done in Blender and Cinema4D, you'll notice that segments bounce off of other segments and have physics relative to each-other in work making it seem super realistic. This is possible in Minecraft, albeit with a lot of work (to comment on the mention of entities automatically handling this, that's on a large scale with a couple entities, with cuboid bounding boxes, and even then it still has issues; this would require it to work flawlessly with hundreds of fragments simultaneously, all the while using non-cuboid bounding boxes which I'm not too sure is possible under the current system Minecraft uses (an expert can correct me here if I'm wrong) without rewrites to how entities calculate bounds), but it would add a TON of lag to the equation. The only feasible way would be to forego physics, or just run it on uber-computers.
So, how do Cinema4D and Blender do this? (I'm explaining this just in case the OP doesn't know this) Simple. While Minecraft has to do this in real-time as you're playing the game, Cinema4D and Blender can just cheat and do the work beforehand and just use the work done previously. To explain this, I'll move the example away from Minecraft. Imagine you're watching Monsters University (I'm using this for a reason), which has (I think) the first ever implementation of fully dynamic world-space global illumination (a way of calculating the light within a given scene by bouncing the light from surface-to-surface, providing super-realistic lighting, modern games can use a scaled-down version of this called screen-space global illumination which is the same stuff just only applied to what you can see, while screen-space global illumination doesn't take into account that red wall behind the camera, world-space global illumination does, for a large impact to performance) (this is why I chose it). You're watching it and are in love with how the movie has realistic lighting compared to other movies. Then you jump into a game which has fully dynamic world-space global illumination and again are in love with the realistic lighting, but hate how the game has slowed down to a crawl.
The movie has already done all the calculations on computer farms (hundreds of uber computers connected doing the same job) and is just rendering everything to a movie, so watching it render takes hours for a single frame to render, but then watching the output plays a silky smooth 60 FPS fully globally illuminated animation which looks fantastic. Compare that to the game which has to do everything in real time as you're playing it, so no short cuts for the game can be made (of course if you had a calculation spit out more-or-less the same answer but differing in thousandths, like say one frame it outputs 0.001 then the next 0.003; if this large-a change doesn't drastically affect your render you can just swap out the calculation for the average value of say 0.0027 to save a tiny bit of processing, which can stack up to seconds if you have a shader-rich game).
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
What you're proposing is possible, but would require more work than you could imagine, and would not have a nice fps. tl;dr - wait until Cinema4D/Blender take less time to render the video than the video takes to play. Until that happens, nobody that knows how to help will bother trying, as it would be a fool's errand. I know it's not the answer you want to hear, but it's the truth.
>totally separate note - I looked at the BlockPhysics mod, and I might do something with it, if I ever have the time; I'm wanting something similar for my existing projects<
Physics: (I studied the physics code in Minecraft a fair bit, back when I tried doing a Cubic Chunk mod and an OBB (Oriented Bounding Box - better physics representations) mod, and learned about physics on computers in general from planning a game (an FPS, though I never finished it) - I know my stuff, but am NOT offering to help in this silly endeavor)
The first thing you would need to do is completely rewrite the physics in the game so that it computes movement and collisions in parallel, rather than in series - this is an issue that's at the cutting-edge of the programming industry in general, and Java is FAR behind (meaning that you would be on your own). You would also need to switch from an AABB (Axis Aligned Bounding Box - everything is nicely fitting on a grid) to a Bounding Mesh (non-cube, non-square, any orientation, etc.) of some sort, which is a HUGE jump, and VASTLY complicates the mathematics involved and the work needed to solve everything.
If you manage to get this far, I suggest going with a Chromatic Decomposition based system (such as one described here), or whatever better breakthrough has been made since.
GPU:
This then brings in the next big issue, which is switching from using Java to compute the physics to working with graphic cards directly so that doing the physics calculations in parallel would matter as much as possible - Java and GPUs don't play near eachother, and you'd be spending/wasting a lot of precious computation time swapping data back and forth for a much-needed shard of improved performance. This is because GPUs, while not present on servers and some computers, utilize hundreds (or even thousands) of slow processors to lead to improved performance due to a distribution of labor. GPUs and CPUs use different memory and such, so it wouldn't be simple to do this.
Optimizations:
Because of all the excess strain, you'd need to optimize everything, which removes many opportunities for modding - your uber-mod would be incompatible with essentially everything, simply due to there being no possible way to support the mods. Updating to another version of Minecraft would be a laborious task, since you'd need to recode a lot of your stuff each time.
Essentially, you can cheat and pretend that stuff is happening when it's not, but you and the mod(s)'s users would always be dissatisfied with the result - nothing else would be realistically possible, especially if you want to use any other mods with it.
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
would it be possible to just ad in animations and blocks as i purposed. i am trying to get ichun the expert in this but, he hasn't been on since may 18th. in evil minecraft they rewrote the animated blocks on their called fancy blocks and kept the data damage if fancy blocks was on. they also had dirt slab steps hills with grass on them if you enable them and it's in game to. also for the advanced physics mod not even trying without ichun or a super good coder
Are you asking about animations that don't change depending on what's nearby, or about animations like in the Blender/Cinema4D generated videos that you posted? I must make you specify, because the videos are generated from a non-Minecraft video rendering software, and took longer to render than they take to play back... in other words, personal computers in general aren't ready to do what the posted videos spoof. (The videos aren't originally intended as "concept animations" but instead as "look - I made a 'mod' in Blender/Cinema4D, and I'm showing you faked gameplay so you'll give me likes and subscribers :D")
Also, EvilMinecraft actually cheats with their block breaking animation - if you start mining a block on one side, then continue mining on another side, the breaking animation will continue from the original direction - it's precomputed, and is cheap looking when you deviate from the norm.
Oh - and there's a lot of experts in different areas of Minecraft. I'm not perfect, but I'm very knowledgeable on the physics, chunks, and update systems in Minecraft, as well as a lot of Java itself - I even beat IndustrialCraft for making the first jetpack that didn't kill you... though almost nobody knew. Point is, I know what I'm saying when I tell you that, unless you do obvious, pre-calculated animations, you will not get anything at all. It's either that you get 'not quite right' or 'nothing at all' - cheap or nothing.
You misunderstood what I was saying in my last post: I wasn't suggesting optional additions, I was telling you what you would know is required, had you known how the things involved work - in other words, I was telling you what would be required to do what you want, contrary to what you thought you would need.
I looked through a bit more of what you're after - it's a bit of a wish-list (Cubical Chunks... as a minor thing... really?) Plus, all of the videos you showed are fake, other than the GameChap&Bertie video.
Finally, you're not looking for a second opinion on this... you're either seeking a fourth opinion or to make one of us change our minds. Of all the people that know anything involved, ALL of us have told you it's not going to happen, albeit each in our own way:
jcm2606 is a common name here, and knows his Forge and Minecraft as a modder/coder (I've even used a couple of his tutorials in the past) - he said it's too complicated to happen: "not possible the way you want it to work"
ducky215 isn't someone I've come across before, but looking at his threads shows that he's at least dabbled in modding - he said it would be too laggy: "even if you did make some new non-entity to handle this it would still lag because it has to do all the same jobs as an entity. There isn't some magic intrinsic lag associated with Entities that a moder can just remove"
I'm a Computer Programming major, and I've dabbled fairly far in the direction you want to go, even with some of the required technologies - I said that what you want won't be possible for a while, which amounts to the same thing as both jcm2606 and ducky215: "wait until Cinema4D/Blender take less time to render the video than the video takes to play. Until that happens, nobody that knows how to help will bother trying, as it would be a fool's errand." (My philosophy is that anything is possible... just not necessarily in the near future - what you want might be possible... in another decade or so, and definitely not on the computers of today.)
As for that "also for the advanced physics mod not even trying without ichun or a super good coder"... you've got people in this thread that qualify as a "super good coder" - granted that they told you it's not going to happen as you envision, if at all. (I know for myself, at least - I'm dealing with bugs in Java itself that are so obscure and advanced that the makers of Java don't even care: I'm working around bugs that were reported over a decade ago and were never fixed; and those are serious, actual bugs. And I'm working around those bugs so I can edit the base code for the Java language to do by bidding... after it's already loaded and is in use, which is even more outrageous [specifically java.lang.ClassLoader and java.lang.Thread, plus all subclass of each])
It's not that we are not good enough - in fact, we ARE good enough, at least enough to foresee inevitable problems. I even told you detailed problems and solutions you would face; I could not tell you those things unless I knew what I was talking about.
I'm sorry, but you do not have a great idea like you think you do. What you proposed is so much bigger and so much more involved, that anyone that knows even the slightest of what it would actually involve would run away - like I said before, it's a fool's errand
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If I said I'd do something and haven't, please remind me; I didn't lie, I just forgot.
I program
So what do you sugest we do . I am hoping to not rewrite the physics engine and still get an animation in. please post your comment in a spoiler. I would like to have an animation in from cinima 4d or blender but, i don't know how to translate it into java or if i would have to rewrite the physics engine. ore spawn as animated chainsaws that wasn't in minecraft before and it looks pretty cool. I know you know your java and so does ichun I am not loosing hope until he responds. He made alot of physics mod with animations. for example gravity gun, it fell from the sky which has some block physics with the pig. anyways, i am not focusing on this right now let's try to fix seasons i gave you a huge bug report. i know you said that the foliage textures are different and i know in real life they are different but, it doesn't look real if you tweak it up so it looks natural i would consider it being fixed. EvilMinecraft did do something though and i am sure if they continued they would have gotten around this however they quite in minecraft 1.2.5 and never updated even though they said they were updating to 1.7 like 1 and a half years ago. I AM NOT TRYING TO MAKE YOU CHANGE YOUR MINDS BUT, TO SEE IF THIS IS POSSIBLE BY MAKING AN ANIMATION. ICHUN AND YOU WOULD KNOW. the guy who first commented did see i would have to calculate this in real time or i could get away with a particle effect. NOW I SPECIFY I DO LIKE CINIMA 4D AND BLENDER AFFECTS WHOEVER IF IT'S NOT POSSIBLE WHEN RE=WRITING THE PHYSICS ENGINE THEN I JUST WANT IT TO LOOK SIMILAR WITH HD TEXTURES LIKE THE FIRST VIDEO. I AM MAKING A YOUTUBE VIDEO TODAY AND I AM GOING TO ASK ICHUN AGIAN AND JUST MABY HE WILL SEE IT.
So what do you sugest we do . I am hoping to not rewrite the physics engine and still get an animation in. please post your comment in a spoiler. I would like to have an animation in from cinima 4d or blender but, i don't know how to translate it into java or if i would have to rewrite the physics engine. ore spawn as animated chainsaws that wasn't in minecraft before and it looks pretty cool. I know you know your java and so does ichun I am not loosing hope until he responds. He made alot of physics mod with animations. for example gravity gun, it fell from the sky which has some block physics with the pig. anyways, i am not focusing on this right now let's try to fix seasons i gave you a huge bug report. i know you said that the foliage textures are different and i know in real life they are different but, it doesn't look real if you tweak it up so it looks natural i would consider it being fixed. EvilMinecraft did do something though and i am sure if they continued they would have gotten around this however they quite in minecraft 1.2.5 and never updated even though they said they were updating to 1.7 like 1 and a half years ago. I AM NOT TRYING TO MAKE YOU CHANGE YOUR MINDS BUT, TO SEE IF THIS IS POSSIBLE BY MAKING AN ANIMATION. ICHUN AND YOU WOULD KNOW. the guy who first commented did see i would have to calculate this in real time or i could get away with a particle effect. NOW I SPECIFY I DO LIKE CINIMA 4D AND BLENDER AFFECTS WHOEVER IF IT'S NOT POSSIBLE WHEN RE=WRITING THE PHYSICS ENGINE THEN I JUST WANT IT TO LOOK SIMILAR WITH HD TEXTURES LIKE THE FIRST VIDEO. I AM MAKING A YOUTUBE VIDEO TODAY AND I AM GOING TO ASK ICHUN AGIAN AND JUST MABY HE WILL SEE IT.
Look, it's not possible unless you do some major workarounds. No modder can get around that, not even iChun (and, to be honest, he is a great modder, but the animations he's done amount to nothing in comparison to what you want). You can't just convert a Blender animation to Java source code, it doesn't work that way. And no, EvilMinecraft wouldn't have done it if they continued because this wasn't the effect they wanted, and as I said, no modder can get around the fact that there has to be major workarounds taken to get this to work.
As I said, the only way you'd get this to work on most computers would be to use particles, which render as 2D planes constantly facing the player, so they'll look very weird. And not have physics apply relative to each particle. Minecraft's code is too inefficient to pull this off any other way, and you'd be spending more time than it's worth rewriting the game to be more efficient (in other words, you'll be spending months, years potentially, rewriting the game only for the feature you're wanting not working properly and requiring another rewrite; it's not worth it, don't do it). Either that are pre-generated animations which would remove some lag, but look really dodgy in the process (the block segments falling exactly the same each and every time), and would still lag lower end computers down. And no, you can't use Blender for this. The only way to even include Blender in modelling is to use the model loader that Forge has, and that only loads models statically, ie it loads the model in without accounting for animation. You do the animation in code yourself, so you need to know your physics. I'd honestly drop the idea until GPUs get to the level where they can do physically based rendering.
Don't be surprised, this happens a LOT in games and animated movies. Fun fact if you didn't know, a lot of games actually cheat to make it appear as if surfaces are shiny. Instead, what's happening in the background is there's an image that tells the game's renderer which parts of the texture react in a specific way to light, and the shaders (programs that your GPU executes to generate or alter an image in real-time) will read this in and approximate the reflections off of every light in the scene. The reflectivity of the surface is pregenerated, not generated in real-time due to limitations on computing power. Lighting is also one thing that is cheated in game, up until recently, games cheated by directly illuminating the scene then approximating in other spots to give the illusion that light is bouncing around. Recent games make use of a lighting system known as global illumination in which light is bounced from surface-to-surface, which gives ultra realistic lighting. However, for games this had to be scaled down to only geometry you can see on the screen, and even then it isn't mapped out nearly as finely as how Monsters University did it. Why did I mention Monsters U? To my knowledge, it is the first animated movie to ever make use of a fully dynamic full global illumination lighting algorithm, this means it works on geometry you cannot see (so the wall behind the camera changes the lighting within the scene dramatically, compared to games which wouldn't care about that because the algorithm doesn't work with that), and Pixar struggled to keep each frame under 20 gigabytes of memory. 20 gigabytes. And what, to my knowledge the highest you can get on a graphics card is 8GB? That's a lot, and all that is pre-generated, they render it once and it gets converted to a video file that you can play back on a $400 laptop, and that doesn't take up 20 gigabytes of memory. Hence pre-generated graphics. Real-time graphics would be games, as I said, for animated movies the movie only has to be rendered once and it's done (assuming no issues arised). For games however, you need to have the scene re-render every frame, so you would need 20 gigabytes of memory free to play a game with a fully dynamic full global illumination lighting system.
Hence why the industry, and we modders, scale down and do workarounds for these issues. There's no way to just move the problem of your idea is too complex for computers nowadays, especially in a Minecraft mod. You have to scale it down and work around the problems, whether that be you trick the player into thinking that 2D surfaces are 3D segments by clever texturing, or maybe you pre-generate the animation to keep the amount of complicated processing of algorithms each frame down to avoid lag. Or maybe you limit the amount of segments which will seem dodgy. Something has to give.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
pm me to form the coding team #minecraftPhysics2
coders can you make a mine craft mod that adds in animations when braking you can do it in cinema 4d and or blender. Then can you add the codes into minecraft and make a mod? There are three types I would like you to do. Note: this is an idea but, this is also a mod that never got released and no one has had it ever so, I need a coder team. Private message me if you want to join
JOIN THE CODER TEAM
I HIGHLY NEED SOME CODERS I ONLY KNOW BASICS NOT ADVANCED STUFF. ICHUN PLease join
ores with drops:
Wood Stone and everything else Except dirt:
ore concept Except if it drops like diamonds or emeralds:
Glass breaking will be its own separate animation
Api
All animations will be applied to modded Items and Blocks also if there is a bug you can change it in the config to a different animation or disable it
intirely
How this is possibly done
it will be done in a
2 versions:
Vanilla servers: will be just an animation or possibly a particle affect. Animation will disapears and same for particles
Forge: when break actually turns into blocks of the block fragments seen and turns into a block or quite possibly you might have to craft it. It will also interact with liquids.
physics mod extended: concept. needs to be updated and needs to be animated tree falling. also needs support for treecapitator/bkscore I would recomend making a wind into this mod to when updating it.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1443679-1-6-4-fysiks-fun-ssp-smp-forge-9-11-1
Physics Mod Animated Growth Concept: animated growth of plants and trees.
make better no cubes if have time.
Physics Mod Blocks and Items extended concept:
adds better block physics then current block physics mod
adds support for all mods through an api
adds better realistic item physics then item physics mod.
Physics Mod Extended: Customized sky mod
allows you to customize the sky color through a resource pack
and change it using nbt editor
adds sky color through biome and can edit it.
Physical Pain Mod Concept:
Blood mod basically but, not just for you for mobs to all mobs
needs an api so that the bigger the mob even modded the more the blood
it can be configed so the blood texture is sap. Why?
Physical Footsteps
ads an api which all mobs by there feet calculate footsteps
on all mobs including you.
Better Cubic chunks: has regular chunks renders normally but, renders chunks above block limit up to 4 at one time and also in the void to. you need to put on the modded armor: space suit to
survive when your suppose to be taking damage in the void. this will have an api so you can make biome and caves /mods with this.
Flooding mod
Rivers Mod
crooks brooks streams . cracks and
small wholes in the ground
randomly generated hills and or mountains
Make No Cubes working again
fix lighting glitches
fix no auto step
fix invisible blocks
Blender instead you have seen cinema 4d but, have you seen blender?
not sure if the 2d one is made with blender but, still physics.
water physicsthere is alot of high tech physics out there with blender but, this will be an entirely separate mod
Fancy Block Animation concept(From evil minecraft mc 1.2.5)
I would like to just update evil minecraft block and possibly in a separate mod blood. I would also like to update evil minecraft itself. If i would update it it would be compatible with the animations above coders needed! private message me themodpackmaker.
pm me to form the coding team #minecraftPhysics2
Doing this would be incredibly intensive on your processor, the animations are calculated once and just played every time the animation is played, but to do it in real-time would require you to calculate everything in real-time. Unless you want a static animation to be played which is just... lame when you want realistic physics like this. And it'd also be intensive on lower end graphics cards, depending on how you do it.
You could pull this off by severely pulling realism and quality away by having particles, but this will remove the 3D objects and probably will have each particle react only to the environment, and not to each other (ie won't bounce off each other realistically). There's a variety of ways to do this, but none can do it in the same way those Blender / Cinema4D videos can as those are pre-computed, run the animation once for several hours and it's saved in a video file, ie it's not in real-time.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
i can't code looking for team lol. i just want to simulate cinema 4d or blender does.
And as I said, not possible the way you want it to work. Do you understand why?
Cinema4D and Blender are pretty much programs that make videos, the scene is rendered once then just played back through video. Look at my previous post.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
they should make that as a plugin for a rust server looks nice
wow dude this is way more complex then a plugin. anyone of them i mentioned is more complex then a simple plugin except footprints mod but, that is only available for the player not mobs.
i mean if some one made it in to a plugin i don't care if it complex but it will look cool on a rust server
Exactly! See my point! The point I was making was what you want is too complex and too intensive to put into a mod the way you want it to work.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
yea and I know a guy that know a guy that his brother know his friend that knows a guy that his uncle know a guy that can dev mods and he a good moder
but just trying to make a simple mod takes like1 moth to fix all bugs add the shades and stuff imagine a complex mod that will be a log ass time
ps i just wanted to make it look fun ty the guy that knows the guy that part
Trying to think of how to do this, and the only thing that comes to mind is creating a bunch of irregularly shaped entities on the destruction of the block. Have each entity have some random rotation and velocity, and don't even try to do collisions between them, just have them spill out across the floor. It won't look like whatever's going on here in Blender, but that's to be expected. This doesn't get you much better than the existing particle systems but I suppose the effect of 3d particles could look nice.
The problem is, of course, that the particle system right now is set to use a 2d sprite and not any sort of model. You'd either take a HUGE fps hit from spawning ~30-100 entities every time you mine a block, or you'd have to work in a bunch of batching and optimization, which seems quite hard, but I haven't looked at it so I don't know.
you want to join the coding team? i don't think we should spawn them as an entities but, as a new thing in minecraft totally a block fragment that will enteract with the player but, isn't an entitie so it won't lag. the original this disappeared this one should work on servers but, the one were they stay as fragments before you pick them up as so many turns into one block will only work on forge. you in? all
So first off I don't have time to work on this right now so I can't be part of your team. A "block fragment" that has a model, a velocity, and can collide with players is basically the same thing as what an Entity already does, so rewriting it would be useless. And finally even if you did make some new non-entity to handle this it would still lag because it has to do all the same jobs as an entity. There isn't some magic intrinsic lag associated with Entities that a moder can just remove by commenting out a line of code.
An entity is a name given to anything which is not bound to the grid that blocks are bound to (blocks can only exist in the world where the coordinate is an integer, ie is perfectly 0, 1, 7, 5837, etc), so if it is not bound to the grid, it counts as an entity. Particles are entities, mobs are entities, items dropped are entities, players are entities. This has to be an entity, no way around it.
Really, any entity will cause lag, as the game still has to divert the flow of control to update the entity instance, which occurs for EVERY entity (this is what allows entities to move, to have gravity applied, to have health, etc), so no matter what an entity will add some lag into the mix.
This shouldn't cause too much lag due to the code being executed, the reason why this would cause lag boils down to 3 things: quantity,, rendering, and physics.
Because you want this to be similar to the effects seen in the Blender and Cinema4D animations, you can't skimp out and spawn these entities around the edges as the player will know from the lack of segments that it is downsized, and perhaps would be disappointed. So, you have to spawn enough entities to trick the player into thinking the block actually did break into segments, which would probably be somewhere between 30 and 200 or so entities, depending on the size and how you go about doing this. That's a lot of entities to process, even for beefy computers, they compute somewhere between 10 and probably 300 entities for the world, and that's spread out over all loaded chunks. Spawning these entities in per-block, say the player destroys 3 blocks in 5 seconds, that's a minimum of 90 and a maximum of 600 entities spawned every five seconds. That will cause quite a bit of lag. And as I said, you do need to spawn loads of entities to make this effect seem like the block is ACTUALLY breaking into segments.
You could use particles to do this, particles have inherent properties that would mean less work, but particles are designed to render as 2D planes constantly facing the player, so that would look super cheap. Or, you could use a cuboid model and just render the model as a custom entity, but that would also look cheap having 50 or so entities all the same shape. The best scenario would be to dynamically shape the models, but that in itself is a fair amount of work for the amount of entities required. Then, you have the issue of lighting. Custom models tend to have varied reactions to the lighting system of the game; some work flawlessly in it, some require a bit of work to get lighting correct and successful, others just plain don't work. I'd opt to say the latter-most answer would be the most likely one in this scenario.
Physics. Oh boy do we love you in games. This and the quantity are the biggest limiting factors for this idea. If you watch the videos of this idea done in Blender and Cinema4D, you'll notice that segments bounce off of other segments and have physics relative to each-other in work making it seem super realistic. This is possible in Minecraft, albeit with a lot of work (to comment on the mention of entities automatically handling this, that's on a large scale with a couple entities, with cuboid bounding boxes, and even then it still has issues; this would require it to work flawlessly with hundreds of fragments simultaneously, all the while using non-cuboid bounding boxes which I'm not too sure is possible under the current system Minecraft uses (an expert can correct me here if I'm wrong) without rewrites to how entities calculate bounds), but it would add a TON of lag to the equation. The only feasible way would be to forego physics, or just run it on uber-computers.
So, how do Cinema4D and Blender do this? (I'm explaining this just in case the OP doesn't know this) Simple. While Minecraft has to do this in real-time as you're playing the game, Cinema4D and Blender can just cheat and do the work beforehand and just use the work done previously. To explain this, I'll move the example away from Minecraft. Imagine you're watching Monsters University (I'm using this for a reason), which has (I think) the first ever implementation of fully dynamic world-space global illumination (a way of calculating the light within a given scene by bouncing the light from surface-to-surface, providing super-realistic lighting, modern games can use a scaled-down version of this called screen-space global illumination which is the same stuff just only applied to what you can see, while screen-space global illumination doesn't take into account that red wall behind the camera, world-space global illumination does, for a large impact to performance) (this is why I chose it). You're watching it and are in love with how the movie has realistic lighting compared to other movies. Then you jump into a game which has fully dynamic world-space global illumination and again are in love with the realistic lighting, but hate how the game has slowed down to a crawl.
The movie has already done all the calculations on computer farms (hundreds of uber computers connected doing the same job) and is just rendering everything to a movie, so watching it render takes hours for a single frame to render, but then watching the output plays a silky smooth 60 FPS fully globally illuminated animation which looks fantastic. Compare that to the game which has to do everything in real time as you're playing it, so no short cuts for the game can be made (of course if you had a calculation spit out more-or-less the same answer but differing in thousandths, like say one frame it outputs 0.001 then the next 0.003; if this large-a change doesn't drastically affect your render you can just swap out the calculation for the average value of say 0.0027 to save a tiny bit of processing, which can stack up to seconds if you have a shader-rich game).
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
guys still need coding team. someone please join
What you're proposing is possible, but would require more work than you could imagine, and would not have a nice fps.
tl;dr - wait until Cinema4D/Blender take less time to render the video than the video takes to play. Until that happens, nobody that knows how to help will bother trying, as it would be a fool's errand. I know it's not the answer you want to hear, but it's the truth.
>totally separate note - I looked at the BlockPhysics mod, and I might do something with it, if I ever have the time; I'm wanting something similar for my existing projects<
Physics: (I studied the physics code in Minecraft a fair bit, back when I tried doing a Cubic Chunk mod and an OBB (Oriented Bounding Box - better physics representations) mod, and learned about physics on computers in general from planning a game (an FPS, though I never finished it) - I know my stuff, but am NOT offering to help in this silly endeavor)
The first thing you would need to do is completely rewrite the physics in the game so that it computes movement and collisions in parallel, rather than in series - this is an issue that's at the cutting-edge of the programming industry in general, and Java is FAR behind (meaning that you would be on your own). You would also need to switch from an AABB (Axis Aligned Bounding Box - everything is nicely fitting on a grid) to a Bounding Mesh (non-cube, non-square, any orientation, etc.) of some sort, which is a HUGE jump, and VASTLY complicates the mathematics involved and the work needed to solve everything.
If you manage to get this far, I suggest going with a Chromatic Decomposition based system (such as one described here), or whatever better breakthrough has been made since.
GPU:
This then brings in the next big issue, which is switching from using Java to compute the physics to working with graphic cards directly so that doing the physics calculations in parallel would matter as much as possible - Java and GPUs don't play near eachother, and you'd be spending/wasting a lot of precious computation time swapping data back and forth for a much-needed shard of improved performance. This is because GPUs, while not present on servers and some computers, utilize hundreds (or even thousands) of slow processors to lead to improved performance due to a distribution of labor. GPUs and CPUs use different memory and such, so it wouldn't be simple to do this.
Optimizations:
Because of all the excess strain, you'd need to optimize everything, which removes many opportunities for modding - your uber-mod would be incompatible with essentially everything, simply due to there being no possible way to support the mods. Updating to another version of Minecraft would be a laborious task, since you'd need to recode a lot of your stuff each time.
Essentially, you can cheat and pretend that stuff is happening when it's not, but you and the mod(s)'s users would always be dissatisfied with the result - nothing else would be realistically possible, especially if you want to use any other mods with it.
I program
would it be possible to just ad in animations and blocks as i purposed. i am trying to get ichun the expert in this but, he hasn't been on since may 18th. in evil minecraft they rewrote the animated blocks on their called fancy blocks and kept the data damage if fancy blocks was on. they also had dirt slab steps hills with grass on them if you enable them and it's in game to. also for the advanced physics mod not even trying without ichun or a super good coder
Are you asking about animations that don't change depending on what's nearby, or about animations like in the Blender/Cinema4D generated videos that you posted? I must make you specify, because the videos are generated from a non-Minecraft video rendering software, and took longer to render than they take to play back... in other words, personal computers in general aren't ready to do what the posted videos spoof. (The videos aren't originally intended as "concept animations" but instead as "look - I made a 'mod' in Blender/Cinema4D, and I'm showing you faked gameplay so you'll give me likes and subscribers :D")
Also, EvilMinecraft actually cheats with their block breaking animation - if you start mining a block on one side, then continue mining on another side, the breaking animation will continue from the original direction - it's precomputed, and is cheap looking when you deviate from the norm.
Oh - and there's a lot of experts in different areas of Minecraft. I'm not perfect, but I'm very knowledgeable on the physics, chunks, and update systems in Minecraft, as well as a lot of Java itself - I even beat IndustrialCraft for making the first jetpack that didn't kill you... though almost nobody knew. Point is, I know what I'm saying when I tell you that, unless you do obvious, pre-calculated animations, you will not get anything at all. It's either that you get 'not quite right' or 'nothing at all' - cheap or nothing.
You misunderstood what I was saying in my last post: I wasn't suggesting optional additions, I was telling you what you would know is required, had you known how the things involved work - in other words, I was telling you what would be required to do what you want, contrary to what you thought you would need.
I looked through a bit more of what you're after - it's a bit of a wish-list (Cubical Chunks... as a minor thing... really?) Plus, all of the videos you showed are fake, other than the GameChap&Bertie video.
Finally, you're not looking for a second opinion on this... you're either seeking a fourth opinion or to make one of us change our minds. Of all the people that know anything involved, ALL of us have told you it's not going to happen, albeit each in our own way:
As for that "also for the advanced physics mod not even trying without ichun or a super good coder"... you've got people in this thread that qualify as a "super good coder" - granted that they told you it's not going to happen as you envision, if at all. (I know for myself, at least - I'm dealing with bugs in Java itself that are so obscure and advanced that the makers of Java don't even care: I'm working around bugs that were reported over a decade ago and were never fixed; and those are serious, actual bugs. And I'm working around those bugs so I can edit the base code for the Java language to do by bidding... after it's already loaded and is in use, which is even more outrageous [specifically java.lang.ClassLoader and java.lang.Thread, plus all subclass of each])
It's not that we are not good enough - in fact, we ARE good enough, at least enough to foresee inevitable problems. I even told you detailed problems and solutions you would face; I could not tell you those things unless I knew what I was talking about.
I'm sorry, but you do not have a great idea like you think you do. What you proposed is so much bigger and so much more involved, that anyone that knows even the slightest of what it would actually involve would run away - like I said before, it's a fool's errand
I program
So what do you sugest we do . I am hoping to not rewrite the physics engine and still get an animation in. please post your comment in a spoiler. I would like to have an animation in from cinima 4d or blender but, i don't know how to translate it into java or if i would have to rewrite the physics engine. ore spawn as animated chainsaws that wasn't in minecraft before and it looks pretty cool. I know you know your java and so does ichun I am not loosing hope until he responds. He made alot of physics mod with animations. for example gravity gun, it fell from the sky which has some block physics with the pig. anyways, i am not focusing on this right now let's try to fix seasons i gave you a huge bug report. i know you said that the foliage textures are different and i know in real life they are different but, it doesn't look real if you tweak it up so it looks natural i would consider it being fixed. EvilMinecraft did do something though and i am sure if they continued they would have gotten around this however they quite in minecraft 1.2.5 and never updated even though they said they were updating to 1.7 like 1 and a half years ago. I AM NOT TRYING TO MAKE YOU CHANGE YOUR MINDS BUT, TO SEE IF THIS IS POSSIBLE BY MAKING AN ANIMATION. ICHUN AND YOU WOULD KNOW. the guy who first commented did see i would have to calculate this in real time or i could get away with a particle effect. NOW I SPECIFY I DO LIKE CINIMA 4D AND BLENDER AFFECTS WHOEVER IF IT'S NOT POSSIBLE WHEN RE=WRITING THE PHYSICS ENGINE THEN I JUST WANT IT TO LOOK SIMILAR WITH HD TEXTURES LIKE THE FIRST VIDEO. I AM MAKING A YOUTUBE VIDEO TODAY AND I AM GOING TO ASK ICHUN AGIAN AND JUST MABY HE WILL SEE IT.
Look, it's not possible unless you do some major workarounds. No modder can get around that, not even iChun (and, to be honest, he is a great modder, but the animations he's done amount to nothing in comparison to what you want). You can't just convert a Blender animation to Java source code, it doesn't work that way. And no, EvilMinecraft wouldn't have done it if they continued because this wasn't the effect they wanted, and as I said, no modder can get around the fact that there has to be major workarounds taken to get this to work.
As I said, the only way you'd get this to work on most computers would be to use particles, which render as 2D planes constantly facing the player, so they'll look very weird. And not have physics apply relative to each particle. Minecraft's code is too inefficient to pull this off any other way, and you'd be spending more time than it's worth rewriting the game to be more efficient (in other words, you'll be spending months, years potentially, rewriting the game only for the feature you're wanting not working properly and requiring another rewrite; it's not worth it, don't do it). Either that are pre-generated animations which would remove some lag, but look really dodgy in the process (the block segments falling exactly the same each and every time), and would still lag lower end computers down. And no, you can't use Blender for this. The only way to even include Blender in modelling is to use the model loader that Forge has, and that only loads models statically, ie it loads the model in without accounting for animation. You do the animation in code yourself, so you need to know your physics. I'd honestly drop the idea until GPUs get to the level where they can do physically based rendering.
Don't be surprised, this happens a LOT in games and animated movies. Fun fact if you didn't know, a lot of games actually cheat to make it appear as if surfaces are shiny. Instead, what's happening in the background is there's an image that tells the game's renderer which parts of the texture react in a specific way to light, and the shaders (programs that your GPU executes to generate or alter an image in real-time) will read this in and approximate the reflections off of every light in the scene. The reflectivity of the surface is pregenerated, not generated in real-time due to limitations on computing power. Lighting is also one thing that is cheated in game, up until recently, games cheated by directly illuminating the scene then approximating in other spots to give the illusion that light is bouncing around. Recent games make use of a lighting system known as global illumination in which light is bounced from surface-to-surface, which gives ultra realistic lighting. However, for games this had to be scaled down to only geometry you can see on the screen, and even then it isn't mapped out nearly as finely as how Monsters University did it. Why did I mention Monsters U? To my knowledge, it is the first animated movie to ever make use of a fully dynamic full global illumination lighting algorithm, this means it works on geometry you cannot see (so the wall behind the camera changes the lighting within the scene dramatically, compared to games which wouldn't care about that because the algorithm doesn't work with that), and Pixar struggled to keep each frame under 20 gigabytes of memory. 20 gigabytes. And what, to my knowledge the highest you can get on a graphics card is 8GB? That's a lot, and all that is pre-generated, they render it once and it gets converted to a video file that you can play back on a $400 laptop, and that doesn't take up 20 gigabytes of memory. Hence pre-generated graphics. Real-time graphics would be games, as I said, for animated movies the movie only has to be rendered once and it's done (assuming no issues arised). For games however, you need to have the scene re-render every frame, so you would need 20 gigabytes of memory free to play a game with a fully dynamic full global illumination lighting system.
Hence why the industry, and we modders, scale down and do workarounds for these issues. There's no way to just move the problem of your idea is too complex for computers nowadays, especially in a Minecraft mod. You have to scale it down and work around the problems, whether that be you trick the player into thinking that 2D surfaces are 3D segments by clever texturing, or maybe you pre-generate the animation to keep the amount of complicated processing of algorithms each frame down to avoid lag. Or maybe you limit the amount of segments which will seem dodgy. Something has to give.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!