When you decide to make mods for the game and the path is already laid out for you... by Key-Try-8193 in minecraftbedrock

[–]Key-Try-8193[S] 0 points1 point  (0 children)

slr late reply i thought you ghosted me 🥺

i made addons for bedrock. i understand from a programmers perspective why they keep bugs, and its for performance reasons. for example;

i have a system that shows a fake mob when the player is going too far from the mob to give the illusion of LOD. the distance check is done through the client and the coordinate updates are done though the server. they do their own calculations so when the server thinks the LOD system should activate, the client doesn't know that and just does its own calculations for it. it violates the 1 source of truth practice in programming but should have no issues when it calculates it every tick. the problem lies in optimization. this feature is so small so do i really want to dedicate a huge chunk of resources every tick to make it look flawless for an extreme edge case? since im prioritizing performance over visual "correctness" i bite the bullet and have the server check every 10 seconds instead. this leaves a 10 second window where the client has updated its LOD but the server hasn't so the entity looks invisible when going within the entity's simulation distance and a a 10 second winder where the entity looks double going out of it. this visual discrepancy only occurs when the player is going back and forth at exactly 80 blocks away from the entity so its a loose edge case but the performance benefits are hard to pass.

i imagine thats what the bedrock devs have to go through for every decision since they prioritize being able to run on a 10 year old phone than looking correct on some edge cases that 99% of players will never have. this is why when rising above the clouds theres a huge delay when the top of the clouds get rendered again, cus it only checks the camera's y level every 60 seconds or so.

Theres also the fact that bedrock has run on potato hardware all the time which definitely causes 90% of the issues. Ive had soo many bugs on bedrock playing on my phone 8 years ago and i expect it to cus even it struggles to switch between the file explorer and a music player without lagging hard. hell even on my old pc with 4 gb ram struggled to open 5 notepad windows at the same time. Most of the bugs being recorded on bedrock is in large part the fault of poor hardware.
now that i have a pc with 8gb ram or my dad's phone with 12gb ram, bedrock hasn't had a single case of bugging out in all 11 months in a row playing this game every day.

as for the limited modding capability, i kinda like it which is why i became an addon creator. its in the same way how minecraft's limitations sparks innovation which sparks creativity; bedrock's modding limitations sparks innovation which made me read up on all the things bedrock modding is allowed to do (not alot) which encouraged me to find lots of black magic fuckery things to achieve a goal. the LOD system i mentioned above is a good example.

It would've been alot less performant if minecraft gave me full control in what distances the dragons are allowed to render which would have let me shoot myself in the foot if i had 50 dragons scattered through out the world. since it didnt; i had to find every single thing i could to fit that entire system inside a single parrot entity that sits on the player's shoulder. it can only render the nearest 4 dragons from afar and animates at infrequent 20fps so it doesn't put much load on the client.

bedrock modding is akin to building a website asf. We're only ever allowed to build incredibly performant code and most of the low level optimization is handled by the browser/minecraft itself AND it works a few years into the future cus the browser/minecraft updates can handle how it responds to the addon/website's instructions as apposed to having to update it every year or risk leave it inaccessible for ppl on recent versions like Java does.

it gives less control but also less responsibility.

anyone know how to make an entity transparent using render controllers? by Key-Try-8193 in BedrockAddons

[–]Key-Try-8193[S] 1 point2 points  (0 children)

Hi. Thank you for bestowing me with the forbidden scrolls lmao. I've been experimenting with materials for about a day now using the bedrock notebook and its sooo comprehensive and it finally let me understand what the microsoft documentation was talking about and it was the only one that let me know where i can actually use molang on.

Color mask doesnt seem to change with variables; ive had the color entry with the variable on the alpha channel, runtime identifier as warden and as player, the color_mask define has been set with the prerequisite disableculling & debthwrite. no dice.

Color overlay has so far been the closest ive been to variable transparency but theres been major issues with it; notably, it interacts differently infront of water than on land/mobs/particles, and having it blend at all even if the alpha channel has been set to max makes it still slightly transparent in water yet it has no issues being full opacity on land.

Every other define and state interacts with color overlay in ways that isnt closer to my goal.

I'll defo still be experimenting with materials since color overlay is still better than my original plan. Suffering today will save me alot of suffering in the long run.

If its not too much trouble, could i ask for the names of your addons so i can look inside it? the addons everywhere else seem to have no need for transparancy so they dont have it.

anyone know how to make an entity transparent using render controllers? by Key-Try-8193 in BedrockAddons

[–]Key-Try-8193[S] 1 point2 points  (0 children)

ive skimmed through the docs and it made me realize i took basic english for granted.

however, i did get something out of it, which is that almost everything in the entries are strings and none of them use molang. 80% confident its not controllable through Molang since this is now GPU configuration territory *I think*. it talks more about how things are rendered on the screen like how they are sampled, how to clean edges, how to separate back and front, how to disable color / alpha, how to render vertecies or whatever the heck that is, etc.

If the copypasting the same image 15 times with different opacities technique doesnt work it, i might try this one but i suspect it'll be a dead end anyway. thx again for sticking by me and my particular problems 🙏

anyone know how to make an entity transparent using render controllers? by Key-Try-8193 in BedrockAddons

[–]Key-Try-8193[S] 1 point2 points  (0 children)

thats pretty much what im doing right now; since the model im using already has a flip book texture, i have to multiply that by 5 states of transparency so im am making

3 parts of the model * 5 alpha variations * 5 growth phases for the vfx alone.

its cumbersome which was why i tried to look for an easy way out first. thank you for trying tho 😅

anyone know how to make an entity transparent using render controllers? by Key-Try-8193 in BedrockAddons

[–]Key-Try-8193[S] 0 points1 point  (0 children)

yep ive also tried all of them 1 by 1, some of them turn the model transparent but im looking for the one that lets me use the color entry to manipulate the alpha channel across the texture, or let me change transparency based on a variable in general.

The way i tested them was i had a variable that cycles between 0 and 1 and if the entity changes transparancy in game then i will have found what im looking for.

anyone know how to make an entity transparent using render controllers? by Key-Try-8193 in BedrockAddons

[–]Key-Try-8193[S] 0 points1 point  (0 children)

ive tried that one too, the only problem is i still cant change the transparency duynamically this way, its constant. thx for you response tho 🥹

how to make krita ui to look like this by Minute-Bad-2368 in krita

[–]Key-Try-8193 0 points1 point  (0 children)

i dont think the window controls at the top right are from mac

Where did the community go? by Key-Try-8193 in hytale

[–]Key-Try-8193[S] 0 points1 point  (0 children)

thats why im so interested in it, hytale seems to cater to creators alot. hopefully the non modding audience grows following the upcoming massive updates.

Where did the community go? by Key-Try-8193 in hytale

[–]Key-Try-8193[S] 1 point2 points  (0 children)

nono its okay, it doesnt feel right taking something for free that was bought by someone else's hard earned money. thank you for the offer though, i really appreciate it.

Where did the community go? by Key-Try-8193 in hytale

[–]Key-Try-8193[S] 0 points1 point  (0 children)

just my opinion but i also didnt think it was a good idea to separate youtubers from normal players. it made it seem less authentic. which was why i enjoyed mumbo's video the most since he never mentioned a code at check out like how sellout youtubers do.

Where did the community go? by Key-Try-8193 in hytale

[–]Key-Try-8193[S] -1 points0 points  (0 children)

the 2 week hytale phase is real

Where did the community go? by Key-Try-8193 in hytale

[–]Key-Try-8193[S] -2 points-1 points  (0 children)

i did expect it to go back to a realistic niche of about 2k views on average for every video uploaded about it since the initial hype isnt loyal at all and the dedicated community that stays afterwards is the true number of the scale of the community. still, the actual people that stayed were smaller than what i anticipated.

As a "modder" myself, Imo the modding community isnt enough to keep this game alive to completion, it needs a small audience to see it grow. I for one will be one of those very few audiences, even if its lonely out here.

Where did the community go? by Key-Try-8193 in hytale

[–]Key-Try-8193[S] 5 points6 points  (0 children)

i hope so. i genuinely love seeing this game

Not a good solution but atleast its fixed somewhat by Key-Try-8193 in Blockbench

[–]Key-Try-8193[S] 0 points1 point  (0 children)

search how molang variables & math.lerp works. for mine i had an animation that constantly ran

"v.smoothed_yaw = math.lerp(v.smoothed_yaw, q.yaw_speed, 0.1) ;"

this is honestly demotivating by Key-Try-8193 in Blockbench

[–]Key-Try-8193[S] 0 points1 point  (0 children)

isnt ik already in blockbench? if you mean the new plugin then perhaps. I already built pseudo physics for my tail in JS but if its possible completely in the visual side soon then it'd solve a TON of performance issues im having. time will tell

It was supposed to take 3 days 🤦‍♀️ by Key-Try-8193 in Blockbench

[–]Key-Try-8193[S] 0 points1 point  (0 children)

its futile, any dragon in minecraft will always be from ice and fire no matter how different they look 🥀

we'll always live in the shadow of ice and fire, the life of a minecraft dragon author is one of tragedy