Banana!!!!

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b4n4n4
b4n4n4 @ Half-Craft: the Half-Life Minecraft mod

Well, it's gonna have build capabilities, so that includes that too

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b4n4n4
b4n4n4 @ Half-Craft: World generation!

I set it to be like that because the blocks are a bit too big for the player and it was the easiest solution.

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b4n4n4
b4n4n4 @ Half-Craft: the Half-Life Minecraft mod

Yes, just progress is slow

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b4n4n4
b4n4n4 @ Half Craft - In development

Hmmm, seems like this article blew up.

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b4n4n4
b4n4n4 @ Half-Craft: Infinite blocks, Discord

Yes, I am planning to do a similar optimization. It's basically frustum culling and ray casting so only those blocks render that matter. Frustum culling will determine which chunks are in view. The rays will shoot out a ray to the player from those blocks that touch air (including blocks in caves) at the server side and if they intersect a non-non-air block, the block is not going to be sent to the client. Kinda complicated but I think this will definitely give a performance boost in both the client side (less things to draw) and the server side (less things to check in collision detection).

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b4n4n4
b4n4n4 @ Half Craft - In development

Nah, I will instead implement an OpenGL routine on the clientside that would independently draw the cubes, and the cube info would be sent in messages. 4096 edicts is not a much since that's pretty much 16^3, barely a chunk in Minecraft.

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b4n4n4
b4n4n4 @ Half-Craft: the Half-Life Minecraft mod

Yes, I implemented collision for blocks, and physics don't apply to them (I demonstrated this in the video).
Well, I always thought about either using Xash or vanilla version, and I still didn't reach a conclusion. The vanilla version has a limited amount of entities that I can place down, this will be a problem when I will implement world generation, so I will have to optimize the mod with view culling, chunk meshing, limited render distance, and constant entity adding/removing. In Xash though, it is easy. I just have to increase the limit for entities and I don't have to optimize, but that just loses the fun for me. So I'm not sure about this yet

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b4n4n4
b4n4n4 @ Black Mesa Classic: HUD Improvements

We discussed this problem with penTiuname and we came to the conclusion that we are going to put out an article every 10 days, however, if we are in need of extra time and feel like that the content is not presentable yet, then it's an article every 15 days. Previously, we didn't have a fixed article writing schedule, so that's why there were 2 articles in 2 days that felt a bit lazy.

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b4n4n4
b4n4n4 @ Black Mesa Classic: HUD Improvements

Thank you!
PS: ignore the guest, it was me that forgot to log in

Reply Good karma+4 votes
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