• 1

    posted a message on "Round worlds"
    Quote from lceEye

    it would be pretty neat.

    Yes, it should not be to hard, there is already animation for moving block pushed by the piston. And you can have terrain slowly go up and curve, or push up the entire lines of chunks as if it is a theater background decorations. Just imagine mountain ranges pop out of the ground before you!
    Quote from sanoj00

    Would create too much lag. Do not support.

    Everything you add will cause lag, literally everything. If you so concerned about performance, play classic.
    Posted in: Suggestions
  • 0

    posted a message on "Round worlds"
    Just a visual effect, when newly generated terrain does not appears out of thin air, but visually generates below the horizon and then rises when you get closer to it, and the other way behind you. It will create a nice atmosphere imho.

    Much thanks to Spaceboot1 who found , it pretty much demonstrate what I mean (except celshading, and maybe flat near the player)
    Posted in: Suggestions
  • 0

    posted a message on Modder needed: Implementable algorithm for colored lights mod
    Quote from anicet74

    "Implementable algorithm for colored lights mod"
    I hope it is,I was looking for this since too long,but a lot of people said that you're wrong,I hope you're not
    if it works,it would be so great


    Sorry for taking so long to reply, I am limited on messages.

    I hope so too, the core difference here is what I don't want to change the lights, only the way you see them.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on I have real implementable algoritm for colored light without rewriting the lighting engine CODER NEEDED!
    Quote from XDGrangerDX

    This goes beyond my knowledge how rendering/displaying works, but you basically skip all frames except every third? Thats far from optimal if you ask me.


    That is the problem and major frame rate loss (around 2/3), but you can not avoid it, you will need to render additional lighting one way or the other. But there is possible "fast mode" where you have semi lossless framerate in trade of rainbow movement contours.

    Quote from XDGrangerDX

    In this case you should have posted it in the Modding requests / Mod ideas section. This section is only for suggestions to be added into the actual game. I see your confusion about this though.

    Edit: Ninja'd


    Quote from Coga19000

    If that's the case, then you've reached the wrong forum section. The Suggestions section is for suggesting things for vanilla updates, hoping that it will actually be implemented in vanilla Minecraft (something actually done really rarely, and unfortunately seems to happen to bad ideas more often than in good ideas) People who want to post ideas for mods (or accept coding other people's mod ideas) post their idea in the Mod Requests section.


    Ok then, sorry, my bad. Recreated at http://www.minecraft...red-lights-mod/

    P.S. There goes my last post today.

    But now I think it would be amazing if they would implement my idea, with such amount of resources they could optimise it to a playable level.
    Posted in: Suggestions
  • 0

    posted a message on Modder needed: Implementable algorithm for colored lights mod


    (It is a photo manipulation, but made by my simple algorithm that can be implemented in game)

    As we all know, MC's engine supports only one type of light, so it was claimed by many as impossible to implement colored lights into it.

    But I allways wanted this to happen, so I thought: what if instead of adding new types of light, we will use the same one as all three? Much like the budget projectors uses only one matrix for all colors.

    So core idea is this: we use three serial frames as layers for RGB (taking only one color values in buffer for each frame) and then show sum of them on screen, while light sources frame sinc flashes depending of their RGB values (for example green lamp would change it's intensity 0-15-0 in loop). Of course it would left us with 1/3 of the framerate, but it to be expected, when adding new sistem to a game, and not that bad in comparison.



    I tryed this algoritm manualy and it works perfectly. But there will be some technical difficulties, as the game must be stopped for two of three frames except the lighting for the best optimisation and the lack of "rainbow movement" artifacts. And in theory it should work with smooth lighting too (but there can be performance problems since MC's lighting does not like to flash very much)



    (this one was made by replacing torches and redstone torches to achieve halftones)

    All flashing should be done client side only to sync with frame rate and lower the pressure on the server. Server should use a constant light source with intensity of average from RGB phases to determine mob spawn and plant growth.

    As a practical implementation a set of colored torches and redstone lamps of all existing color pigments (except black and white for obvious reasons) in MC, crafted by adding them to a normal one would be nice.

    Similar system is already in the game. It is 3D anaglyph. What is similar in colored light and 3D you might ask. Well, the core principle of their work. Both renders multiple scenes with a difference in them (point of view for 3D and lighting for colored lights), color correct them and blend together in one frame. The fact of the existence of that mode proves that Minecraft's engine is capable in such type of tasks and my system should not be hard to implement. In addition performance drop for 3D anaglyph is not expected 1/2, it is more like 30%, that leaves some hope for bearable performance.

    And now, when they added shader support to the vanilla, this become even easier to do.

    I would make it myself, but I can't code. So I need help! If You can't code too, find someon who can.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on I have real implementable algoritm for colored light without rewriting the lighting engine CODER NEEDED!
    Quote from Coga19000

    While the concept seems good, I would never -ever- trade 40 frames per second just for better visuals. I have experienced it once with those Improved Shadows mods, I don't have any will to help in making this performance reduction permanent.

    I would never thought to implement it in the game, I wanted just a mod (or mod API), anyway if it will be included to the main game, it would be turnabel for sure :)
    Posted in: Suggestions
  • 0

    posted a message on I have real implementable algoritm for colored light without rewriting the lighting engine CODER NEEDED!
    Quote from Flying_Bat

    I do hope you can get this right, and slowly improve frame rate over time if it is successful.

    Thank you, but unfortunately it's just an idea topic. I'm not a coder, so I'm looking for one (or two). BTW, I'm adding a scheme.

    Quote from XDGrangerDX

    I didnt understand your post at first, but after rereading i understood it.
    Yes youre right, this could work. Howerver this relies on really high fps and is very ressource intensive. Once a player hits lower than 30 fps (not sure, number could be wrong, higher or lower) the flashing gets too slow to achieve this effect.


    There can be different modes of it, but for the main I thought that you will not see 2/3 frames, they will be rendered and summed with the third, but will not displayed, so no flashing.

    Or you can update the color values as they flow, keeping old one for the other two - "fast mode" as I call it, but it will be filled with artifacts while moving fast.
    Posted in: Suggestions
  • 1

    posted a message on I have real implementable algoritm for colored light without rewriting the lighting engine CODER NEEDED!
    Quote from Crimsollite

    Coloured light is already in the game- sunlight is white, artificial light is pale yellow and moonlight is pale blue.
    Also, I'm no coder, but...
    Would additive or interpolated coloured light not be possible?

    I'm running out of daily posts, so I may be silenced, but no, they are not in the game, read the thread. As for additive lights, see screenshots, they are photo manipulation, true, but they are made the way this sistem suppose to work. I placed light sources, took a screenshot, changed lights, made another and once more. Then I used that screenshots as a RGB layers for one frame and that is it.
    Posted in: Suggestions
  • 0

    posted a message on [WIP] [1.6.2] Colored Lights
    Hi! What you did here is quite impressive, but I think I have an easier solution to implement colored light, it will not take long, please check that out. I need someone who can code.
    http://www.minecraftforum.net/topic/1974540-i-have-real-implementable-algoritm-for-colored-light-without-rewriting-the-lighting-engine-coder-needed/
    Posted in: WIP Mods
  • 0

    posted a message on I have real implementable algoritm for colored light without rewriting the lighting engine CODER NEEDED!
    Quote from XDGrangerDX

    As for different colours, theire already in the game, torches are orangish, moon bluish and the sun yellowish.
    Torch light also slightly flickers.

    But all these things are hardly noticeable.

    Its impossible for MC engine to mix the light, so if you have a yellow lamp and a red lamp mc cant render a orange light for the overlapping zones.

    The torches work because they got their own light value, which overrides the skylight if its higher.
    And moonlight/sunlight never happen at the same time.

    Sure you could use the same method again to allow more different light colours but on the overlapping zones stuff will get weird. As in this one block is yellow lighthed and the next one redlighthed (because the red overrides the yellow at some point and vice versa).

    As I said, I tried this manually and it overlaps just fine because of the nature of color building in our RGB monitors.
    Posted in: Suggestions
  • 0

    posted a message on I have real implementable algoritm for colored light without rewriting the lighting engine CODER NEEDED!
    Quote from Limitsoflife

    1/3 the framerate? No thanks, I don't even care what the idea is. Not everyone plays Minecraft on a freaking supercomputer.


    It is a true concern, but I thought about it. Since you will need to update only lighting in 2/3 frames, they might be rendered faster. There is optimisation possibility.

    And it may have fast mode, where you update chanel while it rendered, so it will have minimal framerate lose, but alot of artifacts.
    Posted in: Suggestions
  • 2

    posted a message on I have real implementable algoritm for colored light without rewriting the lighting engine CODER NEEDED!


    (It is a photo manipulation, but made by my simple algorithm that can be implemented in game)

    As we all know, MC's engine supports only one type of light, so it was claimed by many as impossible to implement colored lights into it.

    But I allways wanted this to happen, so I thought: what if instead of adding new types of light, we will use the same one as all three? Much like the budget projectors uses only one matrix for all colors.

    So core idea is this: we use three serial frames as layers for RGB (taking only one color values in buffer for each frame) and then show sum of them on screen, while light sources frame sinc flashes depending of their RGB values (for example green lamp would change it's intensity 0-15-0 in loop). Of course it would left us with 1/3 of the framerate, but it to be expected, when adding new sistem to a game, and not that bad in comparison.



    I tryed this algoritm manualy and it works perfectly. But there will be some technical difficulties, as the game must be stopped for two of three frames except the lighting for the best optimisation and the lack of "rainbow movement" artifacts. And in theory it should work with smooth lighting too (but there can be performance problems since MC's lighting does not like to flash very much)



    (this one was made by replacing torches and redstone torches to achive halftones)

    All flashing should be done client side only to sync with frame rate and lower the pressure on the server. Server should use a constant light source with intensity of average from RGB phases to determine mob spawn and plant growth.

    As a practical implementation a set of colored torches and redstone lamps of all existing color pigments (except black and white for obvious reasons) in MC, crafted by adding them to a normal one would be nice.

    Similar system is already in the game. It is 3D anaglyph. What is similar in colored light and 3D you might ask. Well, the core principle of their work. Both renders multiple scenes with a difference in them (point of view for 3D and lighting for colored lights), color correct them and blend together in one frame. The fact of the existence of that mode proves that Minecraft's engine is capable in such type of tasks and my system should not be hard to implement. In addition performance drop for 3D anaglyph is not expected 1/2, it is more like 30%, that leaves some hope for bearable performance.

    And now, when they added shader support to the vanilla, this become even easier to do.

    I would make it myself, but I can't code. So I need help! If You can't code too, find someon who can.
    Posted in: Suggestions
  • To post a comment, please .