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Noah

I’ve started working on refactoring and extending the entire repo. now the server saves all worlds in the Polar Format to save a huge amount of memory and to allow me to save custom metadata along with the world (currently this is only the spawn position, but the game maps need more data in the future).
Also there is now an editor for editing maps directly on the server, which brings some challenges (as you can see, the server does not know that doors should be 2 blocks tall and be toggleable) this comes from minestoms decision to use 0 code from mojang.

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Noah

This is a rather small devlog, as I will now focus on cleaning the entire codebase and add support to edit maps ingame.

This past 1h 40m I have added some proof of concept (and refined other) evidence types, including ghost writing (the sad smiley in the book), Spiritbox, D.O.T.S visibility and Freezing. I’ve also added a Crucifix (the iron and netherite pickaxes in this picture are placeholders) to prevent the ghost from hunting

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Comments

PQcat
PQcat 2 months ago

nice work bro keep it up

Noah

The lighting engine now supports flashlights, as well as updating only a subset of lights (e.g. if a flashlight moves, we don’t have to recalculate where the rooms light shines)

The structure on the right is a temporary van, you can see how the light shines out of it.
The partially blocked light source to the left is a work in progress flashlight

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Noah

I have written a custom lighting engine in order to allow for directional lights (mainly from flashlights in the future). Currently it only supports the vans light, but it needs some optimizations and a refactoring to be acceptable

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Noah

I have found a way to create a real camera view with a vanilla client.
I now start a minecraft client on the server which renders its output to a virtual framebuffer.
The values from thie buffer are then transcoded into map colors which then allows me to send the camera output every tick (20 times per second)

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