Just suggesting an easy way to code method of adding mirrors and lenses, that wouldn't require changing the lighting system. I don't believe anyone else has proposed such a simple system, correct me if I'm wrong.
Concave Lense [] [] [] []
Convex Lense [] [] [] [] []
Flat Mirror - gold bar can be wood or metal. [] [] []
Angled Mirror (unsure of exact recipe) []
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Mirrors lie flat on the wall. Game places a camera (just like the one players see with) on the mirror and record the image it sees, and then flips it and displays it on the mirror. For simplicity, mirror is opaque unless you get fairly close. Mostly used to look at yourself, with potential puzzle applications.
Concave lense block is opaque unless you right click on it after it is placed. Doing so makes you "look" through the concave lense just like how you "ride" a cart - it behaves as a vehicle.
A concave lense gives you a blurry image UNLESS in a straight line formed by you and the concave mirror is a convex lense block. The camera "jumps" forward to the convex lense block, but you cannot look around.
Here is where angled mirrors come in. = you, = concave lense block, = convex lense block, = mob being spied on, and = angled mirror.
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Because of the angled mirrors, there is a "straight line" as far as the game is concerned between , , and the . When looking in the concave mirror you would see the sheep as being one square in front of you, because it is one square in front of the convex mirror. Below is a practical application:
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Because mirror and lenses work by moving the camera of the player when the mirrors/lenses are "ridden on", or, alternatively by creating cameras that displace what they see on the mirror/concave lense blocks, game mechanics are left entirely unchanged.
Questions, comments, or spelling and grammer errors?
One more addition: Convex lense blocks would look like spheres of glass while concave lense blocks would look like glass blocks with a hollow sphere inside. Perhaps
what about hand-held telescopes/binoculars? just zoom in on the camera and letterbox an area.
just a suggestion.
That would only allow the player to see what he could already see anyway. This would allow seeing around corners - unless you plan to build your entire base out of glass, in which case the control room and redstone wiring would stick out in a bad way.
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Concave Lense
Convex Lense
Flat Mirror - gold bar can be wood or metal.
Angled Mirror (unsure of exact recipe)
[]
[] []
Mirrors lie flat on the wall. Game places a camera (just like the one players see with) on the mirror and record the image it sees, and then flips it and displays it on the mirror. For simplicity, mirror is opaque unless you get fairly close. Mostly used to look at yourself, with potential puzzle applications.
Concave lense block is opaque unless you right click on it after it is placed. Doing so makes you "look" through the concave lense just like how you "ride" a cart - it behaves as a vehicle.
A concave lense gives you a blurry image UNLESS in a straight line formed by you and the concave mirror is a convex lense block. The camera "jumps" forward to the convex lense block, but you cannot look around.
Here is where angled mirrors come in.
[] []
[] [] []
[] []
[]
Because of the angled mirrors, there is a "straight line" as far as the game is concerned between
[] []
[] [] []
[] []
[] []
Because mirror and lenses work by moving the camera of the player when the mirrors/lenses are "ridden on", or, alternatively by creating cameras that displace what they see on the mirror/concave lense blocks, game mechanics are left entirely unchanged.
Questions, comments, or spelling and grammer errors?
EDIT: Poll added.
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and
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or
would be more appropriate recipes?
just a suggestion.
That would only allow the player to see what he could already see anyway. This would allow seeing around corners - unless you plan to build your entire base out of glass, in which case the control room and redstone wiring would stick out in a bad way.