Evergreen wrote:I do not think it would be a good idea to to make a non cubic world. If you want that, make a mod for it.
mauvebic wrote:3) Because people old and new keep asking for it.
PilzAdam wrote:mauvebic wrote:3) Because people old and new keep asking for it.
That doesnt answer my question at all. Why dont people go to other games, where their vision doesnt collide with the basic idea?
Coming to Minetest and asking for a non blocky world is like going to Battlefield 3 and saying: "Meh, I dont like that violence, cant Dice just remove the weapons? The landscape is beatiful...".
+1 Great idea. My idea is that there be two versions of minetest, both of them being cross compatible. One is for people with slow computers, the other is all the fancy effects and stuff that slow computers couldn't handle.mauvebic wrote:Im sorry but for every feature that's proposed you either go:
A) That doesn't fit the concept of a voxel-based game
or
B) It wouldn't work on older hardware.
Then everybody sits around and wonders why Minetest can't hold onto it's players or attract as many new ones.
Minetest has a lot of potential that's held back by a few people with a strict view of what it should be. </2cents>
InfinityProject wrote:If you want to see major changes
InfinityProject wrote:just fork the game
InfinityProject wrote:To be honest, most of your ideas will be turned down by the core team.
InfinityProject wrote:I haven't been around much lately, but from what I've seen a lot of people get denied very easily.
wburton72 wrote:splitscreen support via controllers
wburton72 wrote:support for custom OpenGL shaders
wburton72 wrote:terrain smoothing which would make the world look a little more organic
Just look at earlier posts in the topic.Thermal_Shock wrote:wburton72 wrote:splitscreen support via controllers
This is actually a nice idea. Not everyone has multiple computers on a home network. It'd give it that fun oldschool videogame feel. Hell, even a lot of videogames don't even let you do that anymore. Plus it'd be a fun way to introduce Minetest to new people.wburton72 wrote:support for custom OpenGL shaders
There are some custom shaders out there somewhere. I haven't looked into it myself. Hopefully others can be more helpful in that area.wburton72 wrote:terrain smoothing which would make the world look a little more organic
Could you elaborate on this? I'm not sure if you just mean flatter more gentle terrain, or if you want sloped blocks like others seem to be assuming.
InfinityProject wrote: just fork the game and work on your desires yourself.
Okay, ind address to the shaders. For example, hybrid dog has his own custom shaders. It is just a matter of changing the available shaders to your liking.Thermal_Shock wrote:Evergreen wrote:Just look at earlier posts in the topic.
In reference to what specifically?
Evergreen wrote:Okay, ind address to the shaders. For example, hybrid dog has his own custom shaders. It is just a matter of changing the available shaders to your liking.
wburton72 wrote: [ ... ] and possibly terrain smoothing which would make the world look a little more organic.
marching cubes
Exilyth wrote:For multiple mice, raw input could be used under windows, differentiating between different inputs by the device id, see e.g. http://www.jstookey.com/arcade/rawmouse/. Afaik, X window system supports multiple mice out of the box, just needs to be configured correctly.marching cubes
Someone's written an engine which uses marching cubes to draw the voxels:
http://procworld.blogspot.de/2013/05/going-off-grid.html
http://procworld.blogspot.de/2013/01/dont-be-square.html
Looks great, doesn't it? :)
Of course, the method used is a bit more complex than the standard marching cubes algorithm...
http://procworld.blogspot.de/2010/11/from-voxels-to-polygons.html
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