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Would anyone be interested in seeing some of my build?
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# ? Feb 12, 2012 05:01 |
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# ? Apr 24, 2024 03:06 |
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Starz posted:
Great use of the landscape! Not so sure about that colored whatever it is. What is it?
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# ? Feb 12, 2012 05:03 |
Bicehunter posted:Great use of the landscape! Not so sure about that colored whatever it is. What is it? Techno-vagina. A peeing Techno-vagina.
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# ? Feb 12, 2012 05:04 |
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It is the building I came up with for my nether portal. The idea I had was that it channels magic in some fashion... Each color can be turned on/off independently, and the whole thing can be put into a cycle where each color comes on in order and then they all turn off at once and then repeats. We had just installed Tekkit on our server and I wanted to see what I could do with RedPower.
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# ? Feb 12, 2012 05:07 |
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So its a pulsing peeing techno vagina now? Very nice build. How much of the terrain was changed? From the screenshot it looks like you've used the natural terrain in a very complimentary way.
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# ? Feb 12, 2012 05:11 |
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I have mainly tried to work with the terrain, but I have changed some things.
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# ? Feb 12, 2012 05:15 |
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Starz posted:
Is that Tangram?
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# ? Feb 12, 2012 07:35 |
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Bicehunter posted:Got a retarded internet-site going, nothing much, cba to put much more effort into it right now, need to code on the engine :P If you'd add a (link to an?) RSS feed you would be the coolest person on the Internet.
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# ? Feb 12, 2012 19:59 |
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Bagleworm posted:If you'd add a (link to an?) RSS feed you would be the coolest person on the Internet. Its made in a light-weight CMS I'm still developing, but good idea, I'll try and add support for RSS Anyways, I was out exploring trying to get some screenshots. So I took one: Then I got to adventurous and fell off larger res: http://i.imgur.com/4sChy.jpg larger res: http://i.imgur.com/XCEvh.jpg
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# ? Feb 12, 2012 20:24 |
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Bicehunter posted:Would it be very hard to put the center of gravity in the middle of that? (I have the coding ability of a dead snail and have literally hosed up Hello World! in more than one language)
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# ? Feb 12, 2012 20:27 |
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redmercer posted:Would it be very hard to put the center of gravity in the middle of that? (I have the coding ability of a dead snail and have literally hosed up Hello World! in more than one language) I'm not very good myself at crazy math, I guess I could calculate the camera up vector and also have gravity not only affect y position and let gravity be a vector instead of a single value etc but currently I'm keeping it simple on that front, to many things that can mess up what I'm focusing at will just turn it into a big soup of poo poo.
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# ? Feb 12, 2012 20:37 |
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Those are looking really great! A galaxy of those with interesting variations that you could travel between would be unbelievably cool.
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# ? Feb 12, 2012 20:37 |
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redmercer posted:Would it be very hard to put the center of gravity in the middle of that? (I have the coding ability of a dead snail and have literally hosed up Hello World! in more than one language) That would be wicked.
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# ? Feb 12, 2012 20:38 |
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redmercer posted:Would it be very hard to put the center of gravity in the middle of that? (I have the coding ability of a dead snail and have literally hosed up Hello World! in more than one language) Having a gravity plane through the center that you could cross and flip would probably be a good deal easier to code for, and more fun to abuse as a player to boot. Even that would be non-trivial to debug though, especially as more possible interactions are added to the game.
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# ? Feb 12, 2012 20:43 |
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Treat it like it's a really big block, rather than a sphere. So if you fall off the top of the block, you fall until you reach above the side of the block? Or make it two sided, fall off top, land on bottom.
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# ? Feb 12, 2012 20:48 |
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Shattered Horizon handled arbitrary "gravity" well, in that you could disengage from surfaces, rotate in any direction, then point and click a button to orient your suit and "lock on" to walk around. Anyway, regardless of your actual gameplay plans, Bicehunter, those shots look really cool.
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# ? Feb 12, 2012 20:49 |
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Well as long as you turn your minecraft clone into super mario galaxy that's alright
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# ? Feb 12, 2012 21:03 |
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Just noticed something wierd with Minecraft. When you're at the main menu, grab the title bar and drag the Minecraft window offscreen...
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# ? Feb 12, 2012 21:09 |
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HauntedRobot posted:Just noticed something wierd with Minecraft. When you're at the main menu, grab the title bar and drag the Minecraft window offscreen...
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# ? Feb 12, 2012 21:16 |
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Yeah it behaved just like any other window for me.
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# ? Feb 12, 2012 21:17 |
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Huh. The blurred background kind of folds in on itself on my machine. Hard to describe, it kind of pushes in from all 4 corners. The text over the top is fine.
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# ? Feb 12, 2012 21:29 |
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Bicehunter posted:I'm not very good myself at crazy math, I guess I could calculate the camera up vector and also have gravity not only affect y position and let gravity be a vector instead of a single value etc but currently I'm keeping it simple on that front, to many things that can mess up what I'm focusing at will just turn it into a big soup of poo poo. I think if Minecraft has taught us nothing else, it's that you can just swede a lot of the math and still have it come out acceptable.
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# ? Feb 12, 2012 21:38 |
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redmercer posted:I think if Minecraft has taught us nothing else, it's that you can just swede a lot of the math and still have it come out acceptable. I'm swedish. So. I do that anyways. Ohoy! Animated generators or whatever you'd like to call em are in, I've made one that sorta tries to make a coral-looking structure. http://www.youtube.com/watch?v=4eIJfVae6nU The code I've done for this can also be used to insert larger than 1 cube stuff into the world instantly, this is just a animated version. Bicehunter fucked around with this message at 22:01 on Feb 12, 2012 |
# ? Feb 12, 2012 21:58 |
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redmercer posted:Would it be very hard to put the center of gravity in the middle of that? (I have the coding ability of a dead snail and have literally hosed up Hello World! in more than one language) The problem would be at the "corners" of the world the blocks would be on a diagonal. So if you went to place a block on the ground it would be at a 45 degree angle. I don't think there's any way to make a spherical world if it's made out of blocks without a lot of weirdness.
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# ? Feb 12, 2012 22:27 |
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Well. I think I might add black holes atleast Blocks that suck you towards it (or npcs / mobs etc).
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# ? Feb 12, 2012 22:37 |
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Bicehunter posted:Well. I think I might add black holes atleast Blocks that suck you towards it (or npcs / mobs etc). A mob that sucks you in when you are in line of sight would be amazing. I started making a minecraft clone, but it got put on hold for a while. Keep up the good work goons!
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# ? Feb 12, 2012 23:03 |
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Bicehunter posted:I'm not very good myself at crazy math, I guess I could calculate the camera up vector and also have gravity not only affect y position and let gravity be a vector instead of a single value etc but currently I'm keeping it simple on that front, to many things that can mess up what I'm focusing at will just turn it into a big soup of poo poo. Someone here suggested making a single gravity block near the core, and whichever face of that block you were closest to, you were pushed in that direction. I would really give this gravity idea a second look; if there was one thing that really set your space block game apart and make it marketable, it would be this. You want your first blurb in PC Gaming magazine to be something along the lines of "Minecraft Clone with Orbital Mechanics" Even if you don't use it in the full game, any future modding community would love to have this mechanic already in place. You know it's going to end up as your most requested feature in a space themed sandbox game. Also, gravity blocks would make for some really cool MC Escher type stuff Hadlock fucked around with this message at 23:28 on Feb 12, 2012 |
# ? Feb 12, 2012 23:24 |
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Schweinhund posted:The problem would be at the "corners" of the world the blocks would be on a diagonal. So if you went to place a block on the ground it would be at a 45 degree angle. I don't think there's any way to make a spherical world if it's made out of blocks without a lot of weirdness. 1. Have there be less blocks on each shell, and 2. Have blocks that are narrower and narrower on each shell. Obviously neither of those solutions are ideal; I don't know what would be. edit: Well, let's say the radius is increasing by 1m per tier. Let the lowest tier be the gravity core, which is undiggable. The next layer has an inner circumference of 2pi and an outer circumference of 4pi. The next one is 4pi and 6pi, then 6pi and 8pi, etc. So basically if you want your blocks to have an upper size of 1x1 meters, you need two more blocks per level. This means that they will not line up very nicely. You could do something like have the blocks double every X layers, but that might make building weird. Dunno! Elysiume fucked around with this message at 23:41 on Feb 12, 2012 |
# ? Feb 12, 2012 23:29 |
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Bicehunter posted:Well. I think I might add black holes atleast Blocks that suck you towards it (or npcs / mobs etc). I was thinking that putting a single block in the center of the planet that sucks everything towards it might be a way of going about it. But see above for how little I know about this
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# ? Feb 12, 2012 23:35 |
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Elysiume posted:You'd need to have, like, shrinkage. If each level was a spherical shell instead of a plane, the blocks would be slightly longer on the top than on the bottom. This wouldn't be a large issue higher up, but once you got lower down, it would be. The options would be: How would you store this and just thinking about dealing with the graphics...
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# ? Feb 12, 2012 23:40 |
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poemdexter posted:How would you store this and just thinking about dealing with the graphics... I just realized this would be in three dimensions, not two. That makes it worse in basically every way. Every shell would have a volume of (4pi/3)(r2^3 - r1^3). So if you want each block to have a volume of pi/6 units (for making this cleaner), each shell would have 8(r2^3 - r1^3) blocks. So the first shell would have 8, the second would have 8(8-1) = 56, the third would have 8(27-8) = 152, and so on. As for storing them and making them line up nicely, ... Elysiume fucked around with this message at 23:46 on Feb 12, 2012 |
# ? Feb 12, 2012 23:42 |
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Elysiume posted:I don't really know. It would be horrible with larger spheres, as a chunk system would be weird. I guess something like a jagged matrix, and have a certain point that counts Even just a surface of a sphere really doesn't work with blocks for the same reason that a globe has its longitude and latitude lines forming less and less regular shapes as you go toward the poles, and due to topology the sphere would always either need two poles or an even stranger dipole. edit: This brings up a kinda interesting idea, though: You could use a sort of slight dipole projection onto a sphere to give the illusion of an infinite curved world so that stuff that loads is actually beyond the horizon and thus not "popping into existence" as with most games... might be kinda cool if you can get your view distance to be really, really far, and should be easy to implement through a simple shader, even on Minecraft as-is. An animated version of the dipole thing I'm talking about... imagine for the sake of clarity that the tails of the arrows constitute their own grid lines, and that if implemented as a shader, the player would always be centered at the point on the sphere opposite the dipole: http://en.wikipedia.org/wiki/File:Hairy_ball_one_pole_animated.gif Willie Trombone fucked around with this message at 00:00 on Feb 13, 2012 |
# ? Feb 12, 2012 23:47 |
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Interesting fact: a minecraft world is slightly larger than Uranus (), except obviously in the height direction.
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# ? Feb 12, 2012 23:52 |
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Yeah, a sphere would be a mess, but you could have it clamp your orientation so that you're always perpendicular to whichever face of the "gravity block" is closest. Cube worlds need cube physics.
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# ? Feb 12, 2012 23:54 |
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It seems like the simplest thing to do, both from a programming standpoint and a design standpoint, would be to make planets vaguely cube-shaped (but with mountains and valleys and stuff) and then reorient the player whenever they pass over an edge.
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# ? Feb 12, 2012 23:58 |
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Wheeze posted:It seems like the simplest thing to do, both from a programming standpoint and a design standpoint, would be to make planets vaguely cube-shaped (but with mountains and valleys and stuff) and then reorient the player whenever they pass over an edge. I was thinking if you just had a sufficiently large enough single square, you could just have the edges wrap around and then use some fancy GLSL shaders to bend the blocks so it looks like a round asteroid.
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# ? Feb 13, 2012 00:15 |
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poemdexter posted:I was thinking if you just had a sufficiently large enough single square, you could just have the edges wrap around and then use some fancy GLSL shaders to bend the blocks so it looks like a round asteroid. I guess I'll put my edit down here since I took too long to make it: This brings up a kinda interesting idea, though: You could use a sort of slight dipole projection onto a sphere to give the illusion of an infinite curved world so that stuff that loads is actually beyond the horizon and thus not "popping into existence" as with most games... might be kinda cool if you can get your view distance to be really, really far, and should be easy to implement through a simple shader, even on Minecraft as-is. An animated version of the dipole thing I'm talking about... imagine for the sake of clarity that the tails of the arrows constitute their own grid lines, and that if implemented as a shader, the player would always be centered at the point on the sphere opposite the dipole: http://en.wikipedia.org/wiki/File:Hairy_ball_one_pole_animated.gif
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# ? Feb 13, 2012 00:20 |
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Schweinhund posted:The problem would be at the "corners" of the world the blocks would be on a diagonal. So if you went to place a block on the ground it would be at a 45 degree angle. I don't think there's any way to make a spherical world if it's made out of blocks without a lot of weirdness. How about the gravity block figures out how far the "planet" is around it, and generates a cube of gravity. Each side of the cube would have gravity point down towards it, and just not do diagonals at all. There are a ton of problems I can think of (block A is in gravity 1, block B is in gravity 2, stepping into gravity 2 from 1 would cause you to pop into the ground; diagonals are going to be really weird depending on how the world generates...) but it might work depending on how much work anyone would do on it. Of course I'm talking out of my rear end, I have no experience in actual game programming, still in college trying to learn this poo poo in the first place. Fake edit: Wheeze posted:It seems like the simplest thing to do, both from a programming standpoint and a design standpoint, would be to make planets vaguely cube-shaped (but with mountains and valleys and stuff) and then reorient the player whenever they pass over an edge.
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# ? Feb 13, 2012 01:14 |
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Gravity blocks? Why not Gravity boots? Have the Player stick to all surfaces. Walking off a cliff or into a wall results in you walking down the cliff or up the wall. Replace traditional jumping with the point-to-point Space Jump from Deadspace.
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# ? Feb 13, 2012 02:10 |
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# ? Apr 24, 2024 03:06 |
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Bicehunter, amazing work! I'm excited to think that I might be viewing the early stages of the next big hit. Don't make "SpaceCraftCon" though.
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# ? Feb 13, 2012 02:31 |