I think it would be interesting to have some mob involved in transforming cobblestone into mossy cobblestone, but I don't think endermen would be good. Perhaps rare mob spawners could spawn mobs with an effect that converts cobble that they walk on into mossy cobble, but wears off after a short time.
Java is good for beginners (though I actually started with c++ and only began learning Java about 5 months ago), but I don't recommend it if you want something complex with anything more than extremely simple physics; it's far too inefficient.
C++ is more advanced and has some quirks in the syntax that sometimes makes code that does not appear to have any errors no matter how many times you go through it return errors because of something you least expected. (Trust me, despite having used it for about 2 or 3 years now, there are still some quirks in the syntax that I don't understand and have to look up to find. For example, once I got errors that I was initializing variables more than once, but would tell me that they were previously initialized on the same line as the one it said was a repeat.) The nicest things about C++ over Java are that it is much more efficient, and there is much less typing involved.
You know you can make analog memory that can store four bits in a single cell, right? You'd be able to store 32 bits in something the same size as this (which I am doing in minecraft right now).
This would significantly decrease lag. The reason your computer doesn't overload from the size of a minecraft world is because it only loads chunks nearby. The chunks are however very tall, meaning that objects that are very high up or very deep underground are rendered as well if they are in the loaded chunks. This breaks the world into smaller parts so that your computer only has to load a certain number of them.
Minecraft seems to get easier with each update; each update brings new items, new blocks, new features, all making it easier to survive. In my opinion, we need more difficulty in the game. So here are my ideas:
1. I have friends who have told me that back when the game was in alpha, there was an update with a feature that was almost immediately removed. The feature was a new creeper ai that caused them to join in packs, to fight you. Wait, doesn't that happen with all aggressive mobs when enough are following you? No, I mean that one will blow down the wall in your house to let more come in to get to you.
Well, what am I suggesting then? Bring back this ai, but have it only happen in hard or hardcore mode. Maybe also have them destroy beds. You think you're safe in your house? Better get obsidian walls to protect yourself. As well as your bed.
2. In reality, it's dangerous to be in the cold. My idea: because biomes already have temperatures, which affect the color of the grass, why not have the player take some small, slow damage from being in certain temperatures?
Basically, as the temperature of the place you are in decreases, you take more damage (up to 1/2 a heart per minute), while very warm places can also have similar effects. The type of armor you wear also has an effect. You take the damage regardless of the armor you wear, however weaker armor (specifically leather) causes you to take less damage in cold biomes because leather is obviously warmer than diamond. It does however have the opposite effect in warm biomes, such as the nether and deserts. Stronger armor (specifically diamond) has the opposite effect, causing you to take more damage in colder biomes than warmer ones.
This actually adds heatstroke and frostbite related deaths to the game, however would probably only take effect in normal difficulty or harder.
I'd love to see a potion of flammability; basically the opposite of a fire resistance potion. The idea is it makes it likely that you'll burst into flames simply by being near lava or fire, or being in the nether or a desert. A stronger version of the potion might ignite in direct sunlight, but would otherwise only make you more likely to ignite. A weaker potion would simply cause the flammability effect last longer. It would be an interesting weapon in PVP; suddenly you hear a potion break and you've burst into flames.
1. Well, the mod was not for the snapshots, so it's incompatibility with them makes sense.
2. I thought is was normal that you did not have to uninstal mods to go on vanila servers?
1. I was just surprised that it didn't have any errors.
2. Yeah, I just wasn't sure. If a mod affects anything that is handled by the client when on a server, then you probably wouldn't be able to play on a vanilla server. I just wasn't sure what all the parts of the game were changed in the mod.
Just for fun I put the files into the new snapshot. It actually is working okay. My fps is only about a third of what it normally is, I have quite a bit of lag (which is unusual because I'm running this on a custom gaming computer) and the oddest of all, the mobs that are effected by the mod are gone and won't even spawn with eggs. There are some other mobs that won't spawn as well. In other words, don't try to get the mod to work with anything other than the version suggested.
Also, another experiment of mine shows that you can use it on a vanilla server and it will simply act like vanilla. What does this mean? You don't have to uninstall it to go on servers!
I remember making a suggestion similar to this a while back. My idea was that you could craft a sifting pan as an item and then right-click it on special types of sand, clay, and gravel to get a small chance at getting a gold nugget or something else, and then changes the block to it's normal state.
The mod is finished. It is sort of buggy, and it might corrupt your save. I intend on adding an item to see what characteristics an animal has. I do not know how to add a dowload link, and I would like to create a topic for this mod, but I would like to ask permission first. If someone could help me with the link, that would be appreciated.
If you're going to add an item that lets you know what traits an animal has, I think it should only be available in creative.
Also, I've installed the mod, and I'm wondering what traits mobs have. All I've found so far is differences in the amount of health.
So much wrong with this topic... Nothing you said here makes any sense.
First off... Why are you 'planning' to make a game using ray-tracing when you don't even have any knowledge at all about your rendering system? This makes absolutely no sense.
Second, why are you confused how to draw in OpenGL? It is in every basic OpenGL tutorial, it is essentially THE basic.
Why are you making plans so far in advance of where your skills are currently at? You can't jump from 'newbie' to 'expert' like that.... It makes absolutely no sense.
Third, do you honestly even know what ray-tracing is and what it takes to create it? It is not only one of the most advanced rendering techniques, as well as computationally extremely expensive, but it also requires a very good understanding of the math behind it.
Like this for example: http://en.wikipedia....aphics)#Example
If you don't understand those equations, you might want to learn the MATH skills first, THEN move on to using OpenGL for 3D, and THEN move on to ray-tracing.
Is this 'game plan' you have for like 20 years from now when you finally have all the skills you need? I just don't get it.
Tutorials for what?
Making games? OpenGL? Ray-Tracing? Complex Mathematics?
You gave no indication of what level your skills were at, so how could anyone possibly help you?
Honestly, all I can do is assume you don't know anything about any of these subjects and suggest that you start with the basics and make your way up. There are no tutorials to teach you how to instantly master 3D rendering technology.
You can find basic OpenGL tutorials all over the internet to do basic programs. If you need help finding some then we can certainly help you there.
Alright, the wikipedia article you gave me was no use to me. I excel at mathematics, specifically trigonometry and algebra, and managed to create all of the necessary equations on my own. I've actually been working to get all the equations for about four or five months now. I've noticed that the most efficient way that I'll be able to run it involves drawing a single pixel to the screen. I have been able to find tutorials, but even when I use the actual source code used in the tutorial, it always has errors. The only code I have that works is the stuff that came with the IDE, but there's not much information there.
Now, I'm not exactly a noob, I am rather good at c++, I just haven't exactly mastered graphics yet because of the lack of working tutorials. I've been working with c++ for two years or so, and I just began learning java recently.
As mentioned above you could just render to a client side texture, send that to the GPU and draw a single textured quad. Probably the most elegant way but you're rendering mostly CPU side this way.
I think by "sticky" he means that whatever they push sticks to them instead of being pushed away. Like if it was sitting on its side it would push the object away, but then be able to pull it back. A normal piston would just push it away, and have no effect on it after that.
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Also, if you want to change the values of variables in the object, add methods in it's class that do so.
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C++ is more advanced and has some quirks in the syntax that sometimes makes code that does not appear to have any errors no matter how many times you go through it return errors because of something you least expected. (Trust me, despite having used it for about 2 or 3 years now, there are still some quirks in the syntax that I don't understand and have to look up to find. For example, once I got errors that I was initializing variables more than once, but would tell me that they were previously initialized on the same line as the one it said was a repeat.) The nicest things about C++ over Java are that it is much more efficient, and there is much less typing involved.
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This would significantly decrease lag. The reason your computer doesn't overload from the size of a minecraft world is because it only loads chunks nearby. The chunks are however very tall, meaning that objects that are very high up or very deep underground are rendered as well if they are in the loaded chunks. This breaks the world into smaller parts so that your computer only has to load a certain number of them.
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1. I have friends who have told me that back when the game was in alpha, there was an update with a feature that was almost immediately removed. The feature was a new creeper ai that caused them to join in packs, to fight you. Wait, doesn't that happen with all aggressive mobs when enough are following you? No, I mean that one will blow down the wall in your house to let more come in to get to you.
Well, what am I suggesting then? Bring back this ai, but have it only happen in hard or hardcore mode. Maybe also have them destroy beds. You think you're safe in your house? Better get obsidian walls to protect yourself. As well as your bed.
2. In reality, it's dangerous to be in the cold. My idea: because biomes already have temperatures, which affect the color of the grass, why not have the player take some small, slow damage from being in certain temperatures?
Basically, as the temperature of the place you are in decreases, you take more damage (up to 1/2 a heart per minute), while very warm places can also have similar effects. The type of armor you wear also has an effect. You take the damage regardless of the armor you wear, however weaker armor (specifically leather) causes you to take less damage in cold biomes because leather is obviously warmer than diamond. It does however have the opposite effect in warm biomes, such as the nether and deserts. Stronger armor (specifically diamond) has the opposite effect, causing you to take more damage in colder biomes than warmer ones.
This actually adds heatstroke and frostbite related deaths to the game, however would probably only take effect in normal difficulty or harder.
Suggestions? Comments?
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1. I was just surprised that it didn't have any errors.
2. Yeah, I just wasn't sure. If a mod affects anything that is handled by the client when on a server, then you probably wouldn't be able to play on a vanilla server. I just wasn't sure what all the parts of the game were changed in the mod.
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Also, another experiment of mine shows that you can use it on a vanilla server and it will simply act like vanilla. What does this mean? You don't have to uninstall it to go on servers!
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If you're going to add an item that lets you know what traits an animal has, I think it should only be available in creative.
Also, I've installed the mod, and I'm wondering what traits mobs have. All I've found so far is differences in the amount of health.
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Alright, the wikipedia article you gave me was no use to me. I excel at mathematics, specifically trigonometry and algebra, and managed to create all of the necessary equations on my own. I've actually been working to get all the equations for about four or five months now. I've noticed that the most efficient way that I'll be able to run it involves drawing a single pixel to the screen. I have been able to find tutorials, but even when I use the actual source code used in the tutorial, it always has errors. The only code I have that works is the stuff that came with the IDE, but there's not much information there.
Now, I'm not exactly a noob, I am rather good at c++, I just haven't exactly mastered graphics yet because of the lack of working tutorials. I've been working with c++ for two years or so, and I just began learning java recently.
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Any tutorials?
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So what would be good?