There should be a seperate block for the branches of large trees. It is time-consuming to delete every leaf to look for the one block of log that is awkwardly placed and keeping all the leaves alive. A unique branch block which decays like leaves will make cutting down large trees much easier and faster.
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[quote=8bit]
By balance, do you mean make it totally worthless?
I think when you chop down a tree it should be come a block grid entity and either break apart or then you can break it.
Mystify did a good job with this idea.
Quote from Mystify »
Part 1: Block-grid Entities
The foundation of this idea is what I'll refer to as a Block-grid entity, or a Block-grid for short. This is a collection of blocks, built identically to how blocks are normally placed in the world, that can move and operate as an entity, while retaining its block-based properties.
To start, the Block-grid will have a array of the blocks that are part of it. Players should be able to build on them and delete them like they normally would, by attaching blocks to blocks already present on the structure. When the structure is finished, it will under-go a "baking" stage, where it will be optimized. It will have a virtual bounding box, which can be used for extremely quick, macro-level tests to see whether an entity needs to deal with the micro-structure of the Block-grid. The outer-edges of the blocks will be baked into several lists, one for each direction, which can be used to detect collisions. This allows it to only check collisions on edges in the direction of movement. Other optimizations can occur at this stage, like simplifying the graphics so edges between 2 blocks don't need rendered and other such tweaks.
If an entity is within the bounding box, then its coordinates and orientation are transformed to match up with the block-grid. At that point, all interactions between the entities and blocks in the block-grid can occur exactly as they would in the normal world. The only needed addition is friction, so if the Block-grid is in motion, the entity can ride it. You can build onto the block-grid, and remove blocks normally. This will require the changes to update the optimizations.
Within the block-grid, block to block interactions should occur normally. This includes things like growing a tree, if the block-grid is large enough to contain it. Collisions between the block-grid and the normal grid may result in Block-grid blocks being broken, depending on speed of impact and strength of material.
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Choose your words wisely.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.
[quote=8bit]
By balance, do you mean make it totally worthless?
Mystify did a good job with this idea.
Defend your words flexibly.
Change your words fittingly.
Let prejudice, popular opinion, and preconception be free from your judgments.