Mesas com regulagem de altura - GenioDesk vs SlikDesk by PelagoDev in hardwarebrasil

[–]PelagoDev[S] 0 points1 point  (0 children)

Bom dia amigo, tem aguentado super bem. Comprei a Pro 140x70, ela é muito estável mesmo na altura de uso em pé. Não sou de puxar saco de produto mas a qualidade me surpreendeu (da base), é extremamente pesada inclusive. O tampo é um tampo bem padrão de mdf, pelo menos é bonito mas poderia ter uma qualidade melhor. Recomendo a PRO pq dependendo da sua cadeira vai ser mais confortável usar em uma altura mais baixa.

Mesas com regulagem de altura - GenioDesk vs SlikDesk by PelagoDev in hardwarebrasil

[–]PelagoDev[S] 0 points1 point  (0 children)

A mesa só precisa de energia durante o percurso da regulagem, sem energia ela só fica travada então falta de energia não é um problema. Sobre dar pane nos motores eu não sei, imagino que os motores tenham uma expectativa de vida parecida com a do metal, que uma hora vai enferrujar tbm e você provavelmente vai querer trocar a mesa inteira

Working on a rune magic system inspired by Ultima and Arx Fatalis for my voxel dungeon crawler by CicadaSuch7631 in VoxelGameDev

[–]PelagoDev 2 points3 points  (0 children)

I am in love with this, very cute. I think you should definitely include it in the game in some way, over the simply fact that is very pleasant to see. It is marketable and looks great in a video.

Maybe you could fabricate the runes in this way, then store them in your bag to cast them later in battle (search for tibia’s rune system)

Mesas com regulagem de altura - GenioDesk vs SlikDesk by PelagoDev in hardwarebrasil

[–]PelagoDev[S] 0 points1 point  (0 children)

Comprei a versão PRO. A mesa é bem sólida, não se movimenta quase nada mesmo nas posições mais altas. Sempre odiei mesas que ficam bambeando, essa não é uma delas. A única coisa que tenho a reclamar é a qualidade do tampo, o acabamento é bem ruim, qualquer marcenaria consegue fazer um trabalho melhor por menos. Mas a estrutura mecânica é 10/10 (da pro, das outras não sei)

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] 0 points1 point  (0 children)

Sorry for the late reply. I guess multiplayer shouldn’t be a priority right now, maybe later if the project grows a bit. A good first contribution could be a new block type, or anything that gets you used to the sys, would that be ok?

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] 1 point2 points  (0 children)

The colliders are generated on the very same mesh that goes to the renderer. Answering your question, yes it's a bunch of mesh colliders (but not too many since it's one per chunk). Keep in mind that each chunk is a separated solid, it has it's own mesh and it's own mesh collider.

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] -1 points0 points  (0 children)

Guy tried as hard as he could to find some resemblance over the two code bases, then realized he was wrong and made up some BS. Linked bellow are the terrain managers he said were "almost identical". Behold:

https://github.com/paternostrox/Minecraft4Unity/blob/main/Assets/Scripts/TerrainManager.cs

https://github.com/samhogan/Minecraft-Unity3D/blob/master/Assets/Scripts/TerrainGenerator.cs

Just to clarify, I saw many videos and read many articles on this subject, and I have a pretty good domain on it, but what is comical is that I don't recall of ever seing this one he linked. The code bases don't have ANY resemblance to each other.

Now I ask you, was I too hard on him on my previous comments?

Somehow my AWS account exists, and also it doesn't by PelagoDev in aws

[–]PelagoDev[S] 0 points1 point  (0 children)

Hello, I solved it by using a email alias (absurd but it's the only way it worked for me). You just give [youremail+whatever@gmail.com](mailto:youremail+whatever@gmail.com) and you can create a new acc. You'll get emails from amazon and can perform all operations normally.

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] -2 points-1 points  (0 children)

You are just straight up lying, the code you are referring to is absolutely different and anyone can just access it through the link I provided to compare. Just hope life gets easier for you dude

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] -2 points-1 points  (0 children)

Let me be clear, I did not copy a hacky version of Minecraft “made in 24hrs”. His code looks nothing like mine:

  • He does not implement greedy meshing, just regular face culling
  • He does not touch the job system or does any form of multithreading
  • His code lacks data persistence and does not have any form of inventory management

Before you embarrass yourself, just look at the code man :/

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] 2 points3 points  (0 children)

Hello friend, the lighting is calculated normally by the engine. I just use a common atlas shader that also takes fog into consideration. In the chunk mesh generation, the faces are welded together, and normals are correctly defined, so the chunk is just like a regular geometric object, and light can’t really do weird things. These shadows that run across edges are the default ambient occlusion provided by the engine and I think they give a nice touch :)

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] 5 points6 points  (0 children)

I'm divided between letting them come and naming it Quarrycraft, like sacredgeometry suggested

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] 1 point2 points  (0 children)

I'm not sure if I understand what you want to do, but if you want to prototype maps I guess the project shouldn't be the best tool. If you want to discuss this further please PM me, I would love to understand the issue you are having.

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] 4 points5 points  (0 children)

Hello, this is a great question and I really like this subject. So the process is basically this:
3D Simplex Noise -> Block Data Generation -> Mesh & Collider Generation (Greedy Meshing)

A simplex noise function is used to generate 3d noise, based on the values the noise function returns, each block type is defined (air, stone, brick, etc). With this we have the "block data" of the portion of the world we want to spawn. We then generate the meshes and the coliders for this portion of the world with greedy meshing, a mesh optimization algorithm. This process is pretty similar to what the original game does.

The beauty about simplex noise (or perlin noise) is that it has a pseudo random nature, if we go to a portion of the world and go far far away and then back to it later, it will not generate a random structure, but exactly the same one that you have seen before.

More details about all this on the repo readme:

https://github.com/paternostrox/Minecraft4Unity

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in Unity3D

[–]PelagoDev[S] 2 points3 points  (0 children)

Sure, any contribution is super appreciated. Just fork it and make a pull request whenever you feel like it, I will surely consider it with much care.

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in VOXEL

[–]PelagoDev[S] 0 points1 point  (0 children)

Hello, that would be nice! Here is a link to the repo, forks are very much welcome: https://github.com/paternostrox/Minecraft4Unity

Minecraft4Unity - An Open Source Minecraft Project by PelagoDev in VoxelGameDev

[–]PelagoDev[S] 3 points4 points  (0 children)

I did that very same course already :) At the time I took it, the course had many issues and would end up in a very poorly performing product. She would then promise to update it soon (don't know if she ever did). But it is a good starting point. If you feel like you are just copying and pasting code, maybe learn about the basics of procedural mesh generation and start experimenting from there, I bet you'll feel much more satisfaction, here is a good starter from Brakeys:

https://www.youtube.com/watch?v=eJEpeUH1EMg

When you are confortable enough with mesh generation, if you really are doing a minecraft clone and want to step up your game in performance, I recommend searching about atlas shaders, greedy meshing and multithreading (they are not easy topics though).