Mod Experiments

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jordan4ibanez
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Mod Experiments

by jordan4ibanez » Fri Sep 23, 2016 21:38

I've been experimenting with the game, just making this to document my experiments

Github

Sponge
https://youtu.be/26TMah_7A3M

Floating Items
https://youtu.be/Ychl5-bIbtg

Made mobs that move smoothly, sheep, cows, fish, just seeing what's possible with the engine. It seems entities get really glitchy when there's a lot of them
https://www.youtube.com/watch?v=N8lEod3IAUo

Tree feller, which can cut down trees, multiple at once, giant trees, if it's a tree you can throw it at this mod and it'll cut it down
https://www.youtube.com/watch?v=dyaGnmnjWcw

Physical Minecarts
https://youtu.be/w5ynYWq8JQc
Last edited by jordan4ibanez on Sat Oct 01, 2016 02:01, edited 4 times in total.
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Re: Mod Experiments

by taikedz » Sat Sep 24, 2016 00:33

I am intrigued

I peeked (very cursorily) at the mob code, it looks like you're doing custom code for each mob? I suppose you won't be turning it in to any form of framework, nor using an existing one?
 

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Re: Mod Experiments

by jordan4ibanez » Sat Sep 24, 2016 03:14

taikedz wrote:I am intrigued

I peeked (very cursorily) at the mob code, it looks like you're doing custom code for each mob? I suppose you won't be turning it in to any form of framework, nor using an existing one?

It is a framework, I'm creating the land/water mobs using an api built from mostly scratch. It moves mobs a lot smoother in the world than anything I've seen before, basically an inertia/velocity based system. Air mobs are next, should basically work the same as sea mobs, but in air. The hard part will be making them land on leaves.

Also physical minecarts https://youtu.be/w5ynYWq8JQc
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Re: Mod Experiments

by PlanetKiller » Tue Sep 27, 2016 19:43

Looks interesting, I'm going to see if it is something I can use, thanks.
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Re: Mod Experiments

by azekill_DIABLO » Tue Sep 27, 2016 21:20

jordan4ibanez wrote:
taikedz wrote:I am intrigued

I peeked (very cursorily) at the mob code, it looks like you're doing custom code for each mob? I suppose you won't be turning it in to any form of framework, nor using an existing one?

It is a framework, I'm creating the land/water mobs using an api built from mostly scratch. It moves mobs a lot smoother in the world than anything I've seen before, basically an inertia/velocity based system. Air mobs are next, should basically work the same as sea mobs, but in air. The hard part will be making them land on leaves.

code please!
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Re: Mod Experiments

by taikedz » Tue Sep 27, 2016 21:34

Jordan4ibanez has a github link in profile. Also on the video descriptions on youtube.
 

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Re: Mod Experiments

by jordan4ibanez » Fri Sep 30, 2016 22:20

azekill_DIABLO wrote:
jordan4ibanez wrote:
taikedz wrote:I am intrigued

I peeked (very cursorily) at the mob code, it looks like you're doing custom code for each mob? I suppose you won't be turning it in to any form of framework, nor using an existing one?

It is a framework, I'm creating the land/water mobs using an api built from mostly scratch. It moves mobs a lot smoother in the world than anything I've seen before, basically an inertia/velocity based system. Air mobs are next, should basically work the same as sea mobs, but in air. The hard part will be making them land on leaves.

code please!


Added the github link into the main post
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Re: Mod Experiments

by azekill_DIABLO » Thu Oct 06, 2016 12:10

awesome!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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WEIRD MODDING CONTEST !!!
 


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