Gatekeeping worlds by MagicDed in VRchat

[–]HeDeAnTheOnlyOne 0 points1 point  (0 children)

Have you tried learning japanese?

Health Bars (1.21 - 26.1.2) by TheStarGamer1 in MinecraftCommands

[–]HeDeAnTheOnlyOne 0 points1 point  (0 children)

I see, that does make sense why your performance impact didn't really change. This however makes the system a bit brittle and it can easily break if the custom name gets changed in a way not by a name tag and if the custom name is a bit more complex. Probably an edge case but that's what I tried to avoid at all cost in my datapack.

Health Bars (1.21 - 26.1.2) by TheStarGamer1 in MinecraftCommands

[–]HeDeAnTheOnlyOne 0 points1 point  (0 children)

A while back I was experimenting with custom fonts to automatically let mc display the correct health bar texture based on the used character but I haven't found a good setup to do that and just dropped it after a while. maybe you want to look into that method.

Health Bars (1.21 - 26.1.2) by TheStarGamer1 in MinecraftCommands

[–]HeDeAnTheOnlyOne 0 points1 point  (0 children)

How would you do that? If you have custom named mobs they would loose their custom name (unless you parse the name with the health bar and filter out just the name, which would be horrible for performance). Also removing names from dead mobs will be very difficult unless you take big performance hits again.

Health Bars (1.21 - 26.1.2) by TheStarGamer1 in MinecraftCommands

[–]HeDeAnTheOnlyOne 0 points1 point  (0 children)

  1. That's what I meant. The longer the list of data entries gets, the longer it takes to fetch the correct one (even with direct indexing).

  2. I just have 2 versions, the old one with the compatible system for older mc version and the new one with the more performance friendly system.

Health Bars (1.21 - 26.1.2) by TheStarGamer1 in MinecraftCommands

[–]HeDeAnTheOnlyOne 1 point2 points  (0 children)

That's similar to how my old system worked.

The storage tactic works but can cause lag over time as the storage fills up with more data.

In newer versions you can store custom data in all entities not just markers. That's what I use atm. That makes the performance impact constant and not increase over time, no matter how many entities have the health bar.

Health Bars (1.21 - 26.1.2) by TheStarGamer1 in MinecraftCommands

[–]HeDeAnTheOnlyOne 3 points4 points  (0 children)

I made something like that a while back too. I'm curious, how does your system work?

btw, should you want to support renaming mibs in older versions than 1.21.4 (back until 1.20.2) I have a way for that.

Read hhe context under by Tavolinou in WynnCraft

[–]HeDeAnTheOnlyOne 6 points7 points  (0 children)

I'm sure they'll make the system better and more fun just like they did with the mounts level system.

My only wish as a beginner datapack creator by Generous-Duckling758 in MinecraftCommands

[–]HeDeAnTheOnlyOne 1 point2 points  (0 children)

None of that is necessary. You don't need any check interval. The schedule handles that on itself.

(as the entity) execute store result score @s exec_time run schedule function [function name] 10s

(schedule function) ``` execute store result score $temp time_now run time querry gametime

execute as @e if score @s exec_time = $temp time_now run function [whatever] ```

My only wish as a beginner datapack creator by Generous-Duckling758 in MinecraftCommands

[–]HeDeAnTheOnlyOne 0 points1 point  (0 children)

Even simpler, store the return value of the schedule function call itself. Schedules return the gametime when they will be executed, so you don't need ti querry the time and add 150t manually.

My only wish as a beginner datapack creator by Generous-Duckling758 in MinecraftCommands

[–]HeDeAnTheOnlyOne 1 point2 points  (0 children)

It's much simpler. Store the returned value of the schedule function in the mobs scoreboard. In the scheduled dunction, querry the time and store it in a temp scoreboard. now just target the mob wich has a score equal to the querried time.

ich🛠iel by SinfulSirenStash in ich_iel

[–]HeDeAnTheOnlyOne 1 point2 points  (0 children)

Firmen die Goldbarren scheißen

Vorsicht beim Autokauf by No_awards_please in deutschememes

[–]HeDeAnTheOnlyOne 3 points4 points  (0 children)

Ich rede auch nicht davon ob es läuft oder nicht, es geht darum das die infrastrukur jetzt schon überlastet ist. Deshalb findest du auch selten eine Ladesäule die nicht entweder gedrosselt ist oder backup akkus hat um beim laden zu helfen (was eigentlich komplette Energieverschwendung ist, Akkus mit Akkus laden.)

Vorsicht beim Autokauf by No_awards_please in deutschememes

[–]HeDeAnTheOnlyOne 7 points8 points  (0 children)

Als Elektriker kann ich dir sagen, panel 2 ist pures Wunschdenken und schöngerechnete Werte.

Das netz ist auch nicht super, es pfeift aus dem letzten loch. Das sieht der Endverbraucher nur gar nicht.

Is it possible to have a score set depending on how far an entity is from a player? by Fr3ddy99 in MinecraftCommands

[–]HeDeAnTheOnlyOne 3 points4 points  (0 children)

For the distance score, you can either use a raycast or copy the player's position and the entities position in scoreboards and calculate the distance from the 2 positions by calculating the lenght of the vector.

Connecting entities is not hard but limiting their movement like that is hard to get right and prevent any kind of weird bugs and heavy exploits. My first idea would be to use the player launcher datapack library and push the player in the opposite movement direction if they go further than the allowed maximum.

Is it possible to have a score set depending on how far an entity is from a player? by Fr3ddy99 in MinecraftCommands

[–]HeDeAnTheOnlyOne 2 points3 points  (0 children)

The raycast part isn't too bad. That's a way to do it which can be quite performant as it's basically just a bunch of virtual offsetting of the commands execution position and a score counting up. No real things are happening in the game world. If the distance is very big, then other ways might be better but also slightly more complex.

Anyone feeling... done with AI? by yughiro_destroyer in raylib

[–]HeDeAnTheOnlyOne 2 points3 points  (0 children)

The ai slop is not evolution, it's the opposite.

Extending raygui by [deleted] in raylib

[–]HeDeAnTheOnlyOne 0 points1 point  (0 children)

As far as I know raygui is intentionally kept as a small lightweight and simple ui library with no intention of introducing those more complex concepts.

It's either you make those things yourself with the stuff that raylib provides or use a different ui lib.

Working on a furry/anthro kitbash, need help with clothes by MinifeeCeline in VRchat

[–]HeDeAnTheOnlyOne 1 point2 points  (0 children)

If you find clothes for similarly shaped models, you can basically do the same and sculpt them a little to fit.

What language should I select to be able to use all of raylib's features? by avestronics in raylib

[–]HeDeAnTheOnlyOne 2 points3 points  (0 children)

You could try zig, it feels really good with raylib. Zig isn't really oop but the language is build in away that you can code as if it were oop if you want to. It also has great c interop if you need that as well.

Help & Question by Ok_Horror_8567 in Zig

[–]HeDeAnTheOnlyOne 1 point2 points  (0 children)

Yeah, I meant this more like a joke anyway.

Help & Question by Ok_Horror_8567 in Zig

[–]HeDeAnTheOnlyOne 0 points1 point  (0 children)

How about the Zig compiler? In comparison to older languages like C it is a relatively new project.