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    posted a message on Pyroclasm Volcano Mod

    If I understand your question, the mod already does that. From the information page:

    When lava hasn't flowed in a while it turns into Hot Basalt. Hot Basalt keeps the same shape as the lava that formed it, and eventually cools completely. If you look closely at fully cooled basalt, you may notice subtle cracks matching the cracks that occurred during the cooling process. (Cooling times for lava and basalt cooling are both configurable.)

    Your question also prompted me to add another section there:

    Flowing Terrain

    Minecraft wasn't designed to make curved surfaces easy. Sometimes "curvy" blocks introduced by mods look different than they behave. Unfortunately, this breaks one of the core features of Minecraft that makes it such a compelling experience: the entire game world is sliced into blocks at regular 1-meter boundaries and every block can be mined and interacted with.

    Basalt and lava blocks behave like normal Minecraft blocks even though they are curved in myriad ways. They always fit within a single block space and they always have collision boxes that match their visual shape. You can walk on them, target them, mine them just like any other block.


    I hope that answers your question. If I didn't understand, please expand.

    Posted in: Minecraft Mods
  • 1

    posted a message on Pyroclasm Volcano Mod


    After three years of work, I'm pleased to share the alpha release of my first gameplay mod.


    Pyroclasm adds dynamic volcanos that erupt from the ground and slowly build up over time. Volcanos are environmental hazards: they eject destructive lava bombs and volcanic lava can flow for very long distances, filling caves, lakes, ravines, or even oceans. As lava flows it forms a smooth surface and eventually cools and hardens into basalt.


    This mod introduces features and capabilities that are rare and possibly unique in Minecraft modding. It includes a multi-threaded, semi-realistic fluid simulator, flowing terrain blocks that are generated on-the-fly using dynamic height maps and constructive solid geometry, plus fancy shader-based block rendering without the overhead usually associated with shaders. (Via the Acuity Rendering API)


    Information and Downloads: https://minecraft.curseforge.com/projects/pryoclasm
    Source Code & Issue Tracker: https://github.com/grondag/Pyroclasm

    Posted in: Minecraft Mods
  • 0

    posted a message on Acuity - [1.12.2]

    Introduction

    • Acuity is a core mod with an API mod authors can use to implement multi-layered textures, emissive rendering and fancy visual effects (shaders) for block rendering with good performance on moderate to high-end hardware, all without using TileEntitySpecialRenderer. Future versions may also offer performance and aesthetic benefits for players.
    • This mod is client-side only and can be quickly enabled and disabled at run time via configuration settings. When the mod is disabled, the game uses normal Minecraft rendering.

    There are no published mods using Acuity (yet) so currently there is no reason to install this mod unless you want to help me test it. If you install it, and it is working correctly, you should notice... nothing! (Except maybe slightly higher frame rate.)


    Source and more information can be found in the GitHub repo

    Change Log


    Alpha 272 8/18/2018

    • Internal changes to vertex formats and shaders for "vanilla" lighting model.
    • Alpha values sent by quad to lighter are no longer modified and always available as-is in the shader. (Main reason for format/shader changes.)
    • A few relatively minor optimizations - hot paths are more amenable to JIT complier inlining.
    • Added a callback for render reload cuz I needed it
    • Acuity seems to render at same brightness as normal Minecraft now, probably due to changes in light map handling.
    • Multi-layer texturing working again.

    Alpha 240 8/12/2018

    • Render frame rates now slightly better than vanilla MC/Forge (on my machine, at least). See the image gallery for screenshots showing the difference.
    • API is simplified - simpler program construction and no longer an option for callbacks - was too much of a performance trap and limited approaches rendering optimization
    • Libraries will be available on Maven - see GitHub for details
    • Now handles pre-baked light maps correctly for models that don't use the API (which right now is all of them)
    • Added configurable performance logging. (Mostly useful for me to validate Acuity is "fast enough.")

    Current Features

    • Blocks should render a little faster with Acuity enabled. (See note below.)
    • Mod authors can create blocks with multiple texture layers (for example, base color + decorative texture + border) that render in a single pass without transparency. (It's possible to do this in vanilla, but requires three quads and possibly one or more transparency sorts unless you can get by with cutout textures.)
    • Mod authors can implement custom shaders that will be automatically activated per-quad.
    • Mod authors can use emissive rendering per-quad, and also per-texture layer within the same quad.
    Side Note: About Acuity Performance

    Acuity was not intended to be a performance optimization mod, but if it sacrifices performance then people won't use it. For equivalent scenes, my goal is that Acuity will be as fast or faster even though it renders all blocks using shaders. Shaders aren't inherently slow - the opposite is true - but they have to be implemented correctly.

    Current Limitations

    • Shader code is still WIP - works but expect big changes.
    • No enhanced lighting model is available - this will wait for MC 1.13 and LWJGL 3 support.
    • No support for animated blocks. (TESR still works.) Will probably be necessary in future for good results with enhanced lighting.
    • No support for particles or entities. Will probably be necessary in future for good results with enhanced lighting.

    Mod Packs and Support

    This mod is in active development and is not feature-complete nor stable. The first stable, non-alpha release will be for 1.13. There will NEVER be a non-alpha build of this mod for 1.12 and support for 1.12 will cease as soon as 1.13 Forge becomes available. By the time this mod is stable, 1.13 should be a viable option for pack makers.


    That all said, you MAY use this mod in ModPacks if you are willing to accept the current instability and lack of future support for 1.12.


    This mod is licensed under the MIT license. This means no warranty is provided. However, useful bug reports are always welcome. Please use the issue tracker for all bug reports.


    Download


    Posted in: Minecraft Mods
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