But maybe it what cause less lags and maybe it is the only way this would be possible because Minecraft don´t supports light from Entitys. I don´t know if this is possible without risking lags.
Yeah, I know. I personally don't think it would be a good idea at all. I mean, it would cause a lot of lag, but it's not something you can just turn off and on with an option, because some people could see and some wouldn't.
I really don't mean to offend anyone, but I'm not sure if you all understand how little lag that would really come from this.
The light effect itself wouldn't be very demanding, since there won't be many entities holding torches, so rendering the light wouldn't be much work at al
Most of the lag found in standard dynamic lighting is the sheer amount of processing required to constantly re-calculate light levels, evaluate whether mobs can spawn in the location, whether a grass block will grow, and many other things that are tied to light levels. Since my suggested method would only require your client to calculate the light visually, and not mechanically, it would hardly be as intensive to your CPU as a redstone torch-based clock, which is not very demanding.
You are very likely going to receive some performance drops with low-end computers while nearby a large amount of moving entities holding torches, but that is such a specific scenario that it doesn't even matter. Adventure maps are really the only place where you would find a lot of torch-holding entities, so it's not a big issue since they're not supported by Mojang, and never will be since the requirements of adventure maps vary a lot depending on mob density, architectural complexity, and many other factors which are just too wide for Mojang to ever consider them when it comes to specs.
This is a topic that has come up for a long time now, and would take quite alot of re-coding on the lighting engine side to make this possible. The same goes for colored light. I'd love for it to happen, but If i want that stuff I'll play Terraria or Starbound.
Yeah, I know. I personally don't think it would be a good idea at all. I mean, it would cause a lot of lag, but it's not something you can just turn off and on with an option, because some people could see and some wouldn't.
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
I support
I think it would be an nice addition.
I really don't see any problems at all,
besides the lag issue and CPU issue.
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I really don't mean to offend anyone, but I'm not sure if you all understand how little lag that would really come from this.
The light effect itself wouldn't be very demanding, since there won't be many entities holding torches, so rendering the light wouldn't be much work at al
Most of the lag found in standard dynamic lighting is the sheer amount of processing required to constantly re-calculate light levels, evaluate whether mobs can spawn in the location, whether a grass block will grow, and many other things that are tied to light levels. Since my suggested method would only require your client to calculate the light visually, and not mechanically, it would hardly be as intensive to your CPU as a redstone torch-based clock, which is not very demanding.
You are very likely going to receive some performance drops with low-end computers while nearby a large amount of moving entities holding torches, but that is such a specific scenario that it doesn't even matter. Adventure maps are really the only place where you would find a lot of torch-holding entities, so it's not a big issue since they're not supported by Mojang, and never will be since the requirements of adventure maps vary a lot depending on mob density, architectural complexity, and many other factors which are just too wide for Mojang to ever consider them when it comes to specs.
I see no problem with this, except the few scenarios which then it would actually cause a bit of lag..
Support
10% Support
This is a topic that has come up for a long time now, and would take quite alot of re-coding on the lighting engine side to make this possible. The same goes for colored light. I'd love for it to happen, but If i want that stuff I'll play Terraria or Starbound.
Seems interesting. I don't really care too much though, even though I'm used to it.
ignore this thing right here its dumb!