If we stay in development hell long enough, Futurecraft won't be a matter of reinventing the wheel, just nailing a few wheels together and then gluing some glitter to it.
Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
Theoretically its only missing interworld collisions and interactions(admitably a big hurdle) and it has pretty much all of what we would need, ship wise.
Luna Recruit
Posts : 330 Join date : 2012-02-13 Age : 25 Location : Your Dreams
I've never really been gone, just elusive. Like a... thing that is elusive. I dunno. Something. This joke fell on its face. Elusive jokes sure are elusive, huh?
Tau Infantry
Posts : 517 Join date : 2012-01-16 Age : 24 Location : Ancapistan
Subject: Re: Holy. Shit. Sat Dec 14, 2013 10:20 pm
He's back! HE'S BACK!
Also, neat stuff.
Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
Subject: Re: Holy. Shit. Sun Dec 15, 2013 12:51 am
Theoretically its only missing interworld collisions and interactions(admitably a big hurdle) and it has pretty much all of what we would need, ship wise.
Yeah.
You know, I never really thought of it that way. Why spend months on making something from scratch when you can build on someone else's project just begging to be expanded?
Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
Theoretically its only missing interworld collisions and interactions(admitably a big hurdle) and it has pretty much all of what we would need, ship wise.
Yeah.
You know, I never really thought of it that way. Why spend months on making something from scratch when you can build on someone else's project just begging to be expanded?
It's cause they're doing it wrong and it would only take me a few hours of work to do it better. It will save time in the long run if I just rewrite it.
-Every programmer ever. Including myself.
I'm up for modding using that. Does it have an API/is it open source?
Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 27 Location : Yggdrasil
Subject: Re: Holy. Shit. Sun Dec 15, 2013 6:45 am
I tested this thing out a while ago, it's good for moving ships ~300 blocks long, but when I tried it on something larger ~500 block long, it didn't really work.
Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
Subject: Re: Holy. Shit. Sun Dec 15, 2013 7:10 am
If this continue
Futurecraft will have no purpose.
Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
Subject: Re: Holy. Shit. Sun Dec 15, 2013 10:10 pm
Prototype wrote:
I tested this thing out a while ago, it's good for moving ships ~300 blocks long, but when I tried it on something larger ~500 block long, it didn't really work.
How long did it take to actually convert from blocks to ships?
Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 26 Location : AFK
Subject: Re: Holy. Shit. Sun Dec 15, 2013 11:04 pm
There's no conversion at all. You're making a world within a world, which you build off of. They don't ever revert to the host world; this isn't an entity.
Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
Subject: Re: Holy. Shit. Sun Dec 15, 2013 11:46 pm
Tiel+ wrote:
There's no conversion at all. You're making a world within a world, which you build off of. They don't ever revert to the host world; this isn't an entity.
There was this castle video in one of the youtubes. It said conversion took "a little over 90 seconds"
Theoretically its only missing interworld collisions and interactions(admitably a big hurdle) and it has pretty much all of what we would need, ship wise.
Yeah.
You know, I never really thought of it that way. Why spend months on making something from scratch when you can build on someone else's project just begging to be expanded?
It's cause they're doing it wrong and it would only take me a few hours of work to do it better. It will save time in the long run if I just rewrite it.
-Every programmer ever. Including myself.
I'm up for modding using that. Does it have an API/is it open source?
As an active follower of MetaWorlds and someone who has enjoyed testing the mod's functionality, I'd like to say a few things:
1.) Interworld collisions are being worked on by MMM_MasterM as his (second-to) next top priority. 2.) Source code and API is made available. 3.) I'll share some quotes with you fine folks that provide some useful insight to MMM_MasterM's work:
Quotes:
In response to me asking about his plans for new implementation of mechanics:
MMM_MasterM wrote:
Well, the current implementation squeezes data for the subworlds into the entities and network packets themselfes. E.g. the list of loaded chunks by a player for each subworld is stored in the same player entity and e.g. the packet for "dig this block" is enlarged by a subworld-ID so the client and the server both know which (Sub-)World's block the player is trying to dig. All of these are quite serious modifications from the vanilla code. So the idea for the new implementation of these is to make duplicate player entities and network handlers for each subworld so each duplicate represents the player in one of the subworlds and the subworld can just send the unmodified vanilla packets to that duplicate player (I'll call it Player-Proxy now). The player-proxy sends the network packets throught the normal network connection but adds a prefix for its subworld ID. The receiver of the packet reads the subworld ID prefix first and then assigns it to the network handler that is responsible for that subworld. This way a lot of variables can stay the same as in vanilla code and other mods can use them like they normally do.
In response to folks asking about plans for collisions:
MMM_MasterM wrote:
Yes, in fact metaworld-metaworld and metaworld-stationaryworld collisions are one of the two big tasks that are up next (the other being dedicated server support with mcpc+).
MMM_MasterM wrote:
Well, the biggest difficulty is the fact that metaworlds can be millions of chunks in theory and even though most ones will probably only consist of a few chunks I still want to make the collision system to perform well on any scale.
Key here is to make a good collision hierarchy. Top level is to check subworld-boundingboxes against each other for metaworld-metaworld collisions and subworld-boundingbox against 0 <= y <= 255 pseudo bounding box from the stationary world. Gotta make the chunks do a lot of meta-info calculations to make the other hierarchy levels also perform well.
Unless you plan to make planets collide I don't think it's impossible to make it work with reasonable performance
MMM_MasterM wrote:
When collisions are implemented and people are actually interested in colliding whole planets I'll find a way to implement it.
In response to some bug reports and an IRC log I gave:
MMM_MasterM wrote:
"[18:52:06] <Corosus> forge used to make protected fields public, since gradle that doesnt happen anymore" Didn't know that but it explains a LOT of mod incompatibilities when used with metaworlds since my patcher kindof makes the protected fields protected again as a sideeffect. I can see if I can use forge's methods to automatically make them public again.
The ChickenChunks problem I'll have to test for myself but since ChickenChunks is not open source and no crash occurs it'll be hard to find the cause.
Does the subworld aligner only make them disappear when they were shrunk or supersized or does it also happen when they are normal size? I want to implement an admin tool which lists all the existing subworlds and lets you teleport them to you or you to them - that will be helpful to find out where they went.
The "addAge" crash was not the main problem with CoroAI if I remember correctly. I used to fix that crash temporarily but then it totally derped out because CoroAI reimplements the player class which collides with my changes to the player. But the implemenation change I'm working on lately which will fix quite a lot of incompatibilities might also fix this one.
4.) Converting large structures into metaworlds will take a bit, but there's a simple placeable block which spawns a one-block subworld which can be built upon with ease.
Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
Subject: Re: Holy. Shit. Mon Dec 16, 2013 8:27 pm
Misticblade7 wrote:
As an active follower of MetaWorlds and someone who has enjoyed testing the mod's functionality, I'd like to say a few things:
1.) Interworld collisions are being worked on by MMM_MasterM as his (second-to) next top priority. 2.) Source code and API is made available. 3.) I'll share some quotes with you fine folks that provide some useful insight to MMM_MasterM's work:
We ought to show MasterM the part of Frostbyte's devlog where he talks about collision, it might help give him some ideas since Frost was thinking about pretty much the exact same things, I.e. accurate small and large scale collisions between worlds.
The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
Subject: Re: Holy. Shit. Thu Dec 26, 2013 1:48 am
Buggy1997123 wrote:
Luna wrote:
Interesting. Also, hi Buggy. Welcome back?
I've never really been gone, just elusive. Like a... thing that is elusive. I dunno. Something. This joke fell on its face. Elusive jokes sure are elusive, huh?
Like me. I've been very ellusive. That's why I'm responding to this thread weeks after its conception.
Right. Yes. We've known about this mod for a while. It was only a matter of time before someone came up with a viable movment mod like this, we are merly one party in a great sea of modders after all. If they get there ahead of us, we'll ask poliety for advice on making our own system, and market Futurecraft differently (so that moving ships isn't the "coolest" feature". If we can build a better system or get one before mods like this become the norm, then we should be fine.
I think that all makes sense. Sorry, I'm so tried right now I'm smelling the colour five.
Caramell Sergeant
Posts : 955 Join date : 2012-06-20 Age : 25 Location : Neo Seoul
Subject: Re: Holy. Shit. Thu Dec 26, 2013 5:42 am
Buggy and Mac have returned! Hope has not been lost! All Hail, for this is a glorious day indeed!