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Messages - Honno

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241
is this the first time a blockhead ever got drama'd?

242
Modification Help / Re: [Resource] Blockland forum profile info retrieval
« on: November 25, 2015, 01:48:23 AM »
can i has key

243
General Discussion / Re: v20 server! Up now!
« on: November 24, 2015, 08:05:13 PM »

244
ah, yes. changing it to lod 1 worked. thanks guys!

245
i vote zeb

246
Off Topic / Re: Should I commit Self Delete?
« on: November 23, 2015, 10:51:48 PM »

247
hi

are there any datablock fields that allow me to make a weapon image render ONLY in first person? because im currently mounting a bot to the player with the model of a hand & weapon (so i can change the color of the custom hand). due to that: the bot, aka weapon, does NOT render in first person.



here it is with the CUSTOM hand model in 3rd person (aka a bot mounted to the player):


so i'd like to create an weapon image on top of all that, which only renders in first person. any ideas how to make it first person only?



thanks



PS.

the reason im not using the regular hand is because i cannot rotate it, and it'd look weird on a weapon like this:


248
Add-Ons / Re: New Duplicator 1.0.0
« on: November 23, 2015, 05:02:27 PM »
excellent

249
Off Topic / Re: God-tier YouTube channels
« on: November 22, 2015, 01:11:19 AM »
h3h3

need i say more

250
Off Topic / Re: Give me images to draw stupid faces on
« on: November 21, 2015, 04:01:51 PM »

I don't know the context of this one

once again if you don't want :^) or :^c just let me know

haha u think thats real funy dont u

251
I believe it relates to the octotree, not rendering. Rendering a polygon 4x as large will only have a negligible effect on render time, and it wouldn't impact load times.

An octotree works by splitting a cubes in to smaller cubes essentially. By placing a 64x cube, you're intersecting much more of the octotree cubes (divisions? I'm only familiar with the concept, not terminology) than placing a 32x cube. The game has to do a lot of work to divide up the block. Imagine a trench war server, where you randomly split a x64 cube in to dozens of bricks by mining out a single hole in the middle.

also its called an octree. heres some clarification on it:

Ok so let me put things stright.
Blockland isn't a voxel rendering engine however it could be categorized as a voxel game, due to the limitations of bricks to the grid.
An octree is the 3d version of a binary tree.
A binary tree is a tree where each node has 2 children.
Example:


An octree is the same thing, except each node has 8 children and each corresponds to each of the 8 octants of the cube

Here's how a typical octree would look like:

The leftmost cube represents the root node. The rightmost tree has one of the leaf nodes marked in red. << ignore that i replaced the image so it doesnt apply anymore
In blockland, the most likely scenario is that all bricks are stored in the octree.
The octree is used to optimize the removal of invisible faces. In principal, the octree would be used to efficiently find the adjacent node in the tree and check whether it contains a brick. If it does it removes the face of the brick there.
The problem is when bricks can contain other bricks. The algorithm doesn't take into account that case, and that is why you can see through bricks sometimes when they are partially inside modter bricks.
If you had a cube of size 8 made entirely of 8x8x8 bricks, using the naïve method you would would have to render each face of the cube, which would result in (number of faces per brick)*(number of bricks) = 6 * 8^3 = 3072 faces.
Using the octree, you would only have to render the outer faces, because the inner faces would be removed using the algorithm (in the optimal case), which would result in drawing only (number of large faces)*(number of faces per large face) = 6 * 8^2 = 384 faces.
What i speculate that goes inside blockland is, The algorithm runs over the octree of bricks and removes all hidden faces. After that, it adds in all the faces of all the non-brick objects suck as vehicles, players, projectiles, emitters, and all the like.
After that, it sends all of the data about polygons into the GPU which handles all the rendering, shading, and such.
The reason why I don't consider blockland as a true voxel rendering engine, is because a true voxel rendering engine usually is a raytracing engine, which means that instead of sending data to the GPU it casts rays into the scene and calculates collisions of the ray with the octree.

EDIT: the thing with static shapes is that they don't use the octree because they are not fixed to the grid, and that's why they are slower

253
Modification Help / Re: [WIP] - Hat Pack 4
« on: November 19, 2015, 01:05:36 AM »
make that in green too ^

254
Off Topic / Re: How did you find out about blockland?
« on: November 18, 2015, 04:18:46 PM »
got bord of ROADBLOX T_T

255
Off Topic / Re: Deep dish or new york style pizza?
« on: November 15, 2015, 08:21:30 PM »
i want yew nork pizza

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