- Kovu
- Retired Staff
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Member for 11 years and 10 months
Last active Thu, Apr, 14 2022 11:33:51
- 9 Followers
- 5,384 Total Posts
- 458 Thanks
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May 20, 2014Kovu posted a message on Badgers - Look At ThemBadgers. xXL33TSW4GY0L0420Xx.Posted in: News
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Jan 11, 2014Kovu posted a message on FTB and CurseForge: Partners in ModdingI do like this change, it'll make everything a bit more consolidated.Posted in: News
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Nov 29, 2013Kovu posted a message on Community Creations - A Minecraft Song by sneakyMacNice find!Posted in: News
I like the song. -
Nov 3, 2013Kovu posted a message on Minecon 2013, Day TwoI wish I were there... Maybe next year if it's near the West coast or in a convenient location.Posted in: News
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Jul 18, 2013Kovu posted a message on Minecraft Expo UK, InsomniaI wish I could go, but I'm stuck in the US for now.Posted in: News
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Jul 5, 2013Kovu posted a message on Cube World Wiki is LiveVery nice game, I'd suggest you to buy it in the alpha.Posted in: News
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Jun 21, 2013Kovu posted a message on Upload Your Mods, Get Free Stuff!I saw this pop up a few days ago, it's a good intensive to get people to post their stuff.Posted in: News
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Oct 16, 2012Kovu posted a message on Interested in Knowing About (or Helping With) the Mod API?Hugely looking forward to this. Can't wait to see what it'll be.Posted in: News
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Jun 8, 2012Kovu posted a message on Curse BETA Client Now Includes Texturepacks, and Minecraft News!Posted in: NewsQuote from Acenth
We're actively working on this and should have it added later this Summer
Soon™
We'll definitely by adding it as soon as it is official
We're also looking into supporting higher resolution texture packs but wanted to start off with just the basics for now.
Yay! -
Jun 8, 2012Kovu posted a message on Curse BETA Client Now Includes Texturepacks, and Minecraft News!Haha, now add mods!Posted in: News
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Mar 10, 2012Kovu posted a message on Minecraft News - Sneak Peak Jeb Interview, XBOX SplitscreenUm....Posted in: News
You know someone probably has found it, but hasn't really made it public yet.
But, maybe a dupe glitch? - To post a comment, please login.
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Specifically, what errors are you getting and from what version are you updating from and what version are you updating to?
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Keep in mind many people will not bother to contact you if you do not tell them the idea from the start. In addition, what experience do you yourself have? What would you contribute?
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I currently have a full-time internship position, which comes first. Any time I then have is usually put toward an app I'm developing. While this is not abandoned, it's not very high on my priority list.
Also bumping isn't inherently a bad thing; if a lot of people are interested, I feel like my time is better spent on it. I partially am sliding from the project because my app has much more attention than this.
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I only have so much time because of working and a few other private projects. It'll be done when it gets there, there's not an overarching timeline.
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Yeah. If Minecraft and the mod uses VBOs, it'll be exceptionally easy to get it ported. Just have to get some time to do it.
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Still not sure what / who he is, but that's not really important. The content doesn't matter at all, as long as it uses VBOs and VBAs for it's pipeline. (IE it uses the programmable pipeline for graphics opposed to the fixed pipeline). Also, I'm definitely not looking to make it compatible with anything other than Forge right now. There's no point in making something compatible when it itself doesn't work.
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Here's the lighting in action! (Animated)
http://i.imgur.com/7PGeWAO.gifv (Cobalt doesn't let me post gifv).
Next step is to port to a MC mod.
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I have no idea what Forge Multipart is. I don't play the game anymore.
If the "microblocks" use VBOs and VBAs, I can write shaders for them.
Example of current light attenuation in my engine which I'll port over:
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For example for where I am at in lighting, here's an example of global lighting from various angles on the terrain:
All of it is fully configurable, and I can have as many lights as I desire. (NO OpenGL cap of 10 / 9!). I will be adding attenuation to light sources to allow the lights to fade away, like a normal lamp. This should be my main porting goal.
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No it does not. That does not mean, however, that the code translates perfectly from my engine to Mojang's.
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For example, here's the Stanford Dragon model rendered with a spotlight. The dragon is rendered in a similar fashion to how Minecraft renders it's blocks. It also spins and updates the light, and runs at an insanely high framerate.
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I would like everyone to know that this is NOT DEAD. I am currently working on my own game engine to familiarize myself with GL and shaders.
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The actual color picking is easy, it's rendering the circular spotlight.
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That's actually incredibly feasible though. I just have to figure out MC renderspace and where it's rendering coordinates.
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The GitHub has very little on it, but I'll link it in the OP. If you would like to figure out the conversion from OpenGL float[] coordinates to ingame Minecraft ones, that'd be useful.