05-14-2014, 04:33 PM
That's how it normally goes, but they're both pretty much interchangeable if you want.
Random Chitchat 2012-2016
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05-14-2014, 04:33 PM
That's how it normally goes, but they're both pretty much interchangeable if you want.
05-15-2014, 03:56 AM
This just reinforces the point that my jokes are terrible...
I had an idea on how we could let the server know what the bounding boxes are for a block. We simply create a list of boundingboxes in the block handler. Here is kinda what I mean:
BlockHandler.h:
BlockHandler.cpp:
Then when the server needs to know if an entity is in a block it loops through the list and checks if the bounding boxes intersect with the bounding box of an entity. This method would be usefull for for example a cauldron since it's more like a hollow block. EDIT: Another idea is to let the blockhandler itself check if an entity is inside.
05-16-2014, 11:46 PM
Not a bad idea! At least it would make the plugin development a lot easier and also the regular development
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05-16-2014, 11:55 PM
Well for example thanks to this we could throw items directly agains fences instead of stopping the item in front it
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05-16-2014, 11:58 PM
Oh yes! And we also would be able to punch them through
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05-16-2014, 11:59 PM
I don't think that would work if you have a different texture pack though
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05-17-2014, 12:06 AM
05-17-2014, 03:29 AM
You need to think this one through properly, though - you don't want to create a vector of bounding boxes for each and every block in the chunk - there's 64Ki blocks per chunk!
05-17-2014, 03:35 AM
Yes, I think this might be a bigger project and really needs proper planning.
>>> BRANCHING TIME <<< ![]() | ||||
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