We've come back from a vacation in the Czech Paradise area, and, boy, I wish I could make this into a MC generator
Random Chitchat 2012-2016
|
:O I've been there on my school trip (Look the same rock):
10-29-2013, 06:26 AM
Yup. It's a beautiful place.
10-31-2013, 07:26 AM
You could always add a tectonic simulator module to the terrain generator.
10-31-2013, 07:40 AM
Not really, it would mess up the trees.
10-31-2013, 08:00 AM
Tree it up after tectonics? Anyway, it's a joke.
10-31-2013, 08:42 AM
It's not about *after* or *before*, it's about neighbors. Trees need their chunk neighbors in order to check if they fit; but they only ask for terrain composition, they do not (and cannot) ask for terrain after structure generators - because that would include the trees in that chunk, too.
That's also the reason why you won't find a tree growing in a ravine or a cave that has broken surface.
10-31-2013, 09:32 AM
Okay, but why not do the tectonics in the terrain generator, so they aren't a structure?
10-31-2013, 04:08 PM
Because then they'd be tied to a specific terrain composition generator, so you couldn't turn them on or off separately, or use them with another terrain composition generator.
Thanks given by: tigerw
I tried making the skeleton shoot arrows but It doesn't work. It does compile but you can't see an arrow flying from the skeleton. Any help?:
void cSkeleton::Attack(float a_Dt) { m_AttackInterval += a_Dt * m_AttackRate; if ((m_Target != NULL) && (m_AttackInterval > 3.0)) { Vector3d Speed = GetLookVector() * 30; cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY(), GetPosZ(), Speed); if (Arrow == NULL) { return; } if (!Arrow->Initialize(m_World)) { delete Arrow; return; } m_World->BroadcastSpawnEntity(*Arrow); } } I found out that the function doesn't get called. Any idea why? I did add it in skeleton.h using virtual void Attack(float a_Dt) override; |
« Next Oldest | Next Newest »
|
Users browsing this thread: 15 Guest(s)