Nah, not you, the dude who posted the pic of the derailed train.If you are talking about me then what did I miss?
(Hint: The "how I learned to stop worrying" is a reference to a Stanley Kubrick movie.)
Nah, not you, the dude who posted the pic of the derailed train.If you are talking about me then what did I miss?
Then yeah I missed it as well.Nah, not you, the dude who posted the pic of the derailed train.
(Hint: The "how I learned to stop worrying" is a reference to a Stanley Kubrick movie.)
If true, then I wasted a perfectly good use of an image. *goes back to his corner*
Then yeah I missed it as well.
Yeah, the graphics need to be redone.[DOUBLEPOST=1410971318][/DOUBLEPOST]AAARGUAHG! MY EYES!
There are only so many ways to do grass, etc., in 16x16 pixels. Which textures specifically are you referring to?Yeah... A lot of those textures were (badly but clearly) ripped off MC.
As I understand it, the problem with Minecraft that makes it slow is crappy coding, not the choice of language. Python would at least encourage better coding habits, since there's much less boilerplate crap that goes into every file (and thus more mindspace that can be put toward the algorithms instead), and the whitespace requirement actually improves code structure by enforcing greater readability. I also find Python to be much easier and clearer for implementing any number of details. The only major problem is the GIL (global interpreter lock) which enforces a single thread of execution within a single instance of the interpreter; in this case (threading), Java is substantially better, with finer levels of control and the (potential) ability to use multiple CPU cores during execution rather than only one at a time.Python is a nice language. However, it is considerably slower then Java. Both Python and Java run on a virtual machine but the big difference is that Python is a very dynamic language which means that it is a lot harder to do optimizations in. The Java Virtual Machine on the other hand has been optimized greatly upto the point that well written Java programs can run at almost C/C++ speed levels.
Python would be good as a scripting language however. I myself have made a Minecraft like voxel engine based on my Crystal Space 3D engine. The voxel engine itself is written in C++ with Python as a scripting/modding language.
I say we just rewrite Minecraft on punchcards.
I saw on twitter that Searge was working on something similar.I'd like to see Minecraft or clone have a configurable world gen screen, where you define the % water vs landmass, landmass size, and global temperature. So make your own worlds of frozen oceans with tiny islands, or super hot deserts with no water, or, just normal worlds. I would also like it to show you the biomes currently loaded, and you tick the ones you want in your new game. No messing with configs, and finding they don't work due to cross mod conflicts.
I think a continuation of Java usage would give the community the highest chance to retain current mod developers.
YES. We must be able to configure ALL of the things!!I'd like to see Minecraft or clone have a configurable world gen screen, where you define the % water vs landmass, landmass size, and global temperature. So make your own worlds of frozen oceans with tiny islands, or super hot deserts with no water, or, just normal worlds. I would also like it to show you the biomes currently loaded, and you tick the ones you want in your new game. No messing with configs, and finding they don't work due to cross mod conflicts.
I feel that should be the "next big thing" for Minecraft. There's just so many game variables that appear to be hard coded, which if configurable, would allow massive customisation of vanilla, let alone a modded environment. For a procedurely generated world, it's actually how limited your options are in generating it.YES. We must be able to configure ALL of the things!!
IIRC, you can do most of that in Vanilla 1.8. And for 1.7, you can use the Climate Control mod.I'd like to see Minecraft or clone have a configurable world gen screen, where you define the % water vs landmass, landmass size, and global temperature. So make your own worlds of frozen oceans with tiny islands, or super hot deserts with no water, or, just normal worlds. I would also like it to show you the biomes currently loaded, and you tick the ones you want in your new game. No messing with configs, and finding they don't work due to cross mod conflicts.
You're forgetting XYcraft.On another note, I'm personally sick and tired of the mineX and Ycraft naming conventions. We need to give alternatives names more solid than minecraft puns.