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Visual Effects

Posted:
Thu Jul 11, 2013 17:55
by mauvebic
The camera bobbing animation made me think about earthquakes, and then I thought, what if you could apply such camera effects from Lua?
[h]Suggested Effects[/h]
-camera shaking (duration, intensity)
-color filter (r,g,b,a)
-wavyness (duration, noise?)
- more (?)
[h]How it could work[/h]
Probably like sound, where you have a choice of applying the effect at a position with a radius, or to the player directly, or to all players. Combining multiple effects should also be possible.
[h]Possible Uses[/h]
Earthquakes/cave-ins, TNT mod, potions/spirits, vehicles, teleportation, etc.

Posted:
Thu Jul 11, 2013 19:12
by PilzAdam
That would lag horribly on servers.

Posted:
Thu Jul 11, 2013 19:15
by mauvebic
How would it lag more than the camera bobbing or the death effects?
[edit]
And, would said lag be a problem for servers that don't install mods w/ visual effects?
Aside, mesecons isn't exactly light, but people still enjoy it, i'd expect it would be much the same with a decent potions mod.

Posted:
Thu Jul 11, 2013 19:41
by PilzAdam
mauvebic wrote:How would it lag more than the camera bobbing or the death effects?
Because the client has to send an event to the server, the server has to call the Lua function, the Lua function tells the server to send the effect to the client, and then its finally visible.
Bobbing is done directly in the client, wich is waaaaay faster.

Posted:
Thu Jul 11, 2013 19:49
by mauvebic
Well, you could apply that argument to any significant API feature, the question is whether the uses outweigh the costs.
ABMs also cause lag, they are overused by plenty of mods, but no one would want to live without them, because they make the game more interesting.

Posted:
Thu Jul 11, 2013 20:52
by PilzAdam
mauvebic wrote:Well, you could apply that argument to any significant API feature, the question is whether the uses outweigh the costs.
ABMs also cause lag, they are overused by plenty of mods, but no one would want to live without them, because they make the game more interesting.
Nono, your getting it wrong, I dont mean "load", I mean actual latency between an action in the client and the resulting effects.

Posted:
Thu Jul 11, 2013 21:20
by mauvebic
Well i'm just throwing the idea out there. Im not sure I understand the difference between visual effects and say, a mob (server) killing a player and the subsequent deathscreen (client).

Posted:
Thu Jul 11, 2013 23:29
by sdzen
mauvebic wrote:Well i'm just throwing the idea out there. Im not sure I understand the difference between visual effects and say, a mob (server) killing a player and the subsequent deathscreen (client).
triggers, nuff said

Posted:
Fri Jul 12, 2013 00:01
by mauvebic
Well, if old bugs got fixed once in awhile, new features wouldn't be such a drag :p

Posted:
Fri Jul 12, 2013 00:20
by Inocudom
mauvebic wrote:Well, if old bugs got fixed once in awhile, new features wouldn't be such a drag :p
One old bug that could use a fixing is the lighting errors caused by lava.

Posted:
Fri Jul 12, 2013 01:10
by mauvebic
I can understand why it doesn't get done, who wants to fix someone else's sloppy code? Still, if performance is enough of an issue to not add new features, then performance should be addressed so the engine can keep evolving.

Posted:
Fri Jul 12, 2013 04:33
by Jordach
Inocudom wrote:mauvebic wrote:Well, if old bugs got fixed once in awhile, new features wouldn't be such a drag :p
One old bug that could use a fixing is the lighting errors caused by lava.
NO, NO! Anytime you burn a jungle down, the lights remain. That must be fixed.

Posted:
Fri Jul 12, 2013 04:43
by Inocudom
Jordach wrote:Inocudom wrote:mauvebic wrote:Well, if old bugs got fixed once in awhile, new features wouldn't be such a drag :p
One old bug that could use a fixing is the lighting errors caused by lava.
NO, NO! Anytime you burn a jungle down, the lights remain. That must be fixed.
It looks like lava and fire cause the most lighting errors, though sometimes sunlight can end up shining underground and underwater as well.