Random Chitchat 2012-2016 - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Off Topic (https://forum.cuberite.org/forum-9.html) +--- Forum: Off Topic Discussion (https://forum.cuberite.org/forum-10.html) +--- Thread: Random Chitchat 2012-2016 (/thread-434.html) Pages:
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RE: What we're doing - NiLSPACE - 03-17-2013 while i was messing with my login plugin that you can't kill people if they are not logged in i noticed that the hunger bar goes down and you can get killed by it. is this already known? RE: What we're doing - xoft - 03-19-2013 One crazy idea coming up We could, purely theoretically, make it so that water lakes generate in the Nether. But as soon as the water updates, the Vaporize simulator would, of course, dry up the entire lake. Wouldn't that be cool? If you're fast enough, you could find a real water lake in the Nether, but as soon as you do anything about it, swoooosh, it's gone in a gust of vapor For this to work, I'd need to finish the water lake generator (obviously) and I'd need to split the PreSimulator finisher into separate parts for sand, gravel, water and lava, so that water can be switched off while keeping the rest of them. RE: What we're doing - bearbin - 03-19-2013 Wow, that sounds cool RE: What we're doing - xoft - 03-21-2013 I have made another change that adds even more performance to both the chunk generator and fluid simulator. It looks promising - from 90 to 115 generated chunks per second. I just need to verify that it didn't break anything, especially in the fluid simulator. That will take some more time. RE: What we're doing - ThuGie - 03-21-2013 There seem to be a lot of performance increases something i really love! More so since more feature's keep getting added that only make it more easy to actually use it to run a minecraft server with it. MCServer fast as hell, and most needed feature's. If thats the case big servers are going to love MCServer. Can't wait to see whats more to come to mcserver to make this a reality. RE: What we're doing - NiLSPACE - 03-21-2013 (03-14-2013, 06:42 AM)xoft Wrote: 1, Use a "for" loop, because you know the limits beforehand; a for loop is usually better optimized than a while loop. Also it's more readable. I Don't realy know how a for loop works :S i'm still a beginner with lua ;P with the cBlockArea, i realy don't know how to use that. it has allot of features but i don't know how to make it see an area around a player and do something for every block in that area. could you give me an example maybe? RE: What we're doing - xoft - 03-21-2013 Trouble, trouble... The Floody fluid simulator is broken, it's very hesitant to remove water. Now I need to find out if it has been there forever or some of the changes did that. RE: What we're doing - bearbin - 03-21-2013 (03-21-2013, 03:17 AM)STR_Warrior Wrote:(03-14-2013, 06:42 AM)xoft Wrote: 1, Use a "for" loop, because you know the limits beforehand; a for loop is usually better optimized than a while loop. Also it's more readable. In Lua, a for loop is simply: Code: for i=1,10 do RE: What we're doing - NiLSPACE - 03-21-2013 yes i know how a for loop looks like but i don't realy know what it does and how to work with it. RE: What we're doing - xoft - 03-21-2013 Code: for i=1,10 do That's really all there is to a for loop. |