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Currently, we generate lots of cloud blocks during world gen and each of those blocks has an entity attached which is used for conditional rendering based on whether or not the player is wearing goggles. This definitely takes a toll during world gen and I suspect having all these entities is causing undue calculations to happen on the server tick.
Instead, could we build a system similar to the trapar storm (except without the "build up" and "peter out" work).
When a chunk is loaded:
Generate a set of random block positions and store them as data
Probably clumps of block positions in predefined "shapes"
This would significantly cut down on world entities but would still allow us to conditionally render shapes in front of goggle-wearing players and apply lift to boards.
The text was updated successfully, but these errors were encountered:
This release includes:
## Features:
- The "elite" ref board can now be crafted, along with all its ingredients. (#27)
- This board weighs a lot less than its standard counterpart, so it handles better and has a lot more lift potential.
- Non-entity trapar wave generation and physics. This is intended improve performance. (#45)
- More abundant wave generation in ravines and on cliff edges
- Improvements to wave rendering
- Improvements to board flight dynamics
- A new type of villager that deals items related to this mod
- Their job block is the "Sanding Machine"
- They also have a building that spawns in plains villages
- Crafted and looted blueprints now have random stats
- Wave generation can now be controlled via config to have more or less waves per chunk (doesn't affect ravines)
- More burnable materials can be used to fuel the Ref Table
- Improvements to board rendering in the first person view
- The Ref Table now has a recipe for crafting slabs (#44)
## Fixes:
- Glide board no longer gets lifted by trapar waves
- Ref table and sanding machines no longer disappear when destroyed (#51)
- Wheel is no longer rendered in a black color when the board has no wheel
## Work In Progress:
- Instruction photos - "clues" you can discover in the world that teach you how to use the mod
Currently, we generate lots of cloud blocks during world gen and each of those blocks has an entity attached which is used for conditional rendering based on whether or not the player is wearing goggles. This definitely takes a toll during world gen and I suspect having all these entities is causing undue calculations to happen on the server tick.
Instead, could we build a system similar to the trapar storm (except without the "build up" and "peter out" work).
When a chunk is loaded:
This would significantly cut down on world entities but would still allow us to conditionally render shapes in front of goggle-wearing players and apply lift to boards.
The text was updated successfully, but these errors were encountered: