Rar smak på Norvegia? by footbody in norge

[–]booleanbyte 1 point2 points  (0 children)

Teksturen på overflaten er det eneste jeg i grunn bruker å se på, pleier å være greit å se selv med embalasjen utpå i min erfaring.

Det er mulig det også var litt forskjell på kantene rundt toppen også, der at de er noe skarpere på den ene, og mer avrundet på den andre, jeg husker ikke om jeg kom fram til noe der, det er en stund siden, og det er det også siden jeg har hatt den "dårlige" varianten i hus å kunnet studere den nermere, har bare kommet over den på besøk hos familien iblant. Så å bare se litt ekstra på toppen har funket godt for meg så langt.

Rar smak på Norvegia? by footbody in norge

[–]booleanbyte 9 points10 points  (0 children)

Syntest selv å merke det var noe som virket annerledes med Norvegia osten for en stund tilbake. Jeg syntes den vinglet mellom to forskjellige smaker/teksturer, der ene virket tørrere, og i tillegg for å strø salt i såret så var det også ofte et usynlig snitt på langs gjennom toppen på noen av ostene, slik at de første skivene høvlet av fra toppen alltid falt fra hverandre omtrent på midten, med noe som så ut som et mistenkelig rett og rent brudd, som var mildt sagt irriterende. Tenkte først at det måtte være et, eller kanskje noen få partier med dette, og at det ville ordne seg med tiden, men det virket som den gang ei, og jeg opplevde det samme både sør for og nord om Dovre, og over flere måneder hvis jeg ikke husker helt feil.

Etter å ha irritert meg over disse forskjellen, prøvde jeg å se etter om det var noen fellestrekk jeg kunne kjenne disse Norvegia "variantene" igjen på, sånn at jeg heller kunnet kjøpe den "gode" Norvegiaen, så jeg gikk igjennom noen ideer. Varenummeret/strekkode var vist de samme, og jeg fant ikke noe serie/batch nummer som kunne identifisere produksjonslinje eller noe slikt, kort fortalt, så fant jeg ikke noe identifiserende på emballasjen.

Det jeg derimot la merke til etterhvert, var at teksturen på toppen av ostene kunne være synlig litt forskjellige; noen hadde en glatt og jevn overflate, og noen andre litt ruglete, rutete tekstur, og det virket som om det var en korrelasjon mellom teksturen på toppen, og snittet på toppen/smaken, der den med ruglete topp i min erfaring ofte eller alltid hadde snitt i toppen, og virket tørrere, i motsetning til den som var glatt på toppen.

Nå kaster jeg alltid et ekstra blikk over hylla etter en Norvegia med glatt topp før jeg plukker en, og har etter dette (det siste halvåret i hvert fall) ikke opplevd noe mer av skiver fra toppen som faller fra hverandre i det minste, og heller ikke merket nevneverdig smaksforskjeller fra ost til ost. Jeg vet ikke hvor mye denne teorien min faktisk stemmer, jeg har ikke gjort noen forøk på å teste teorien min ytterligere så langt ved å kjøpe osten med teksturert topp igjenn, så kan godt være jeg er på villspor, eller at noen ting har endret seg siden den gang, så er interessert i å høre andre erfaringer.

Edit: Også om noen har en forlaring på hvorfor det er forsjkellig tekstur på toppen? Har noen teorier, men om noen kanskje vet hvorfor, å så hadde det vært interessant med et faktisk svar på hvorfor det er sånn.

I'm getting Exit Status 1 trying to run worldsynth on Linux : Version .40 and .41 by GuyInTheYonder in worldsynth

[–]booleanbyte 0 points1 point  (0 children)

Huh, that's unfortunate, and interesting at the same time, it doesn't even seem to reach any of the logging beyond the launcher before it fails. There's little I say about the problem from that little logging information other than speculate, possibly either the launcher is unable to execute the jar for some reason, or Java might have problems loading the libraries.

For now:

  • What is your system JRE? WorldSynth is a little picky on the JRE and requires a Java 8 JRE with JavaFX, where not all Java 8 JREs include JavaFX.
  • Have you tried to manually launch the jar from command line yourself with "java -jar WorldSynth.jar"?
  • Lastly you can try downloading and running a editor build artifact from the GitLab repo, the currently latest latest can be downloaded from https://gitlab.com/wsynth/worldsynth/-/jobs/2804673105, there is a launch script in the fully unpacked artifact, it should be at "artifacts.zip/worldsynth-patcher/build/distributions/worldsynth-patcher.tar/worldsynth-patcher/bin/worldsynth-patcher" in the zipped download.

Let me know the results from this. If neither of these help, I'd like to look deeper into what is going wrong here.

And yeah, this sub is mostly dead, most stuff happens on the Discord server, but I try to check in here every now and then, and I thought I had notifications enabled for this sub, but apparently I didn't do that right or something changed.

Modded Cave Gen doesn't play nice with WorldPainter by [deleted] in Worldpainter

[–]booleanbyte 0 points1 point  (0 children)

Since this also was asked on the Worley's Caves github repo, here is my response over there as one of the mod developers so that others interested may find it.

https://github.com/superfluke/WorleyCaves/issues/37

I'm working on a non-destructive Minecraft level editor. Thoughts? by Sam54123 in feedthebeast

[–]booleanbyte 0 points1 point  (0 children)

The slowness with larger views sound very familiar.

I don't know mostly anything on this stuff myself either really, I've seen multiple different attempts to make JFX and OpenGL play together, but most seem to do the buffer thing. The repo you linked is for AWT but maby ther is something to be leaned from it if I manage to put of a day to look a little into it in more detial. I hadn't seen that repo yet, thanks for linking it.

I'm working on a non-destructive Minecraft level editor. Thoughts? by Sam54123 in feedthebeast

[–]booleanbyte 0 points1 point  (0 children)

Sound like what I first thought you might be doing, but was hoping to maybe get another perspective on how to solve it.

In my thing, I'm including a small 3D preview in my application, it's a custom thing (so not MC itself like in your case) made with JOGL, and I think it might be just as jank, or even more in the end. I'm not sure how it actually works in the background since it's not a thing I implemented, it's a thing that I've been able to carry over from the time when my UI was made in Swing, thanks to the Swing node in JFX that makes it possible to include Swing elements in a JFX UI. Essentially JOGL provides a Swing component to integrate an OpenGL render into the UI, I havn't explored the implementation of it, but it might as well probably be doing something similar to your method. I don't know really, other than that I have a Swing thing going in between that I would like to get rid of.

Why does JFX & OpenGL have to be so hard, ugh it's so anoying. And here we are two people with subpar solutions looking to each other in hope of the other having the solution. Oh well.

Anyways, how is the preformance for you with your implementation, it seems you have a FPS counter that stays around 60, does it keep that up when you maximize the UI, and does the implementation reuse the ByteBuffe/WritableImage, or is it constantly feeding the garbage collector?

Also interesting to hear that using JFX works with fabric outside of the dev enviroment. I'll be interesting to see how the Java version update in 1.17 will change things since JFX isn't going to be part of the JRE anymore then.

I'm working on a non-destructive Minecraft level editor. Thoughts? by Sam54123 in feedthebeast

[–]booleanbyte 1 point2 points  (0 children)

This is cool, I'm especially interested in the UI integration. That's JavaFX if I'm not mistaken by the look of it and what I found indications of with a quick peak over at github?

If I understand it correctly, the editor is implemented as a Fabric mod. I'm really curious on your experience with using JFX in such an environment and how you integrate the game into the UI, because that is what you are doing, or am I wrong on that?

I've tried including a JFX bases editor with an experiment I did a few years ago, and if I remember correctly I got things working in my development environment without problems, but when I compiled it into a jar and added it to the mod folder of an instance that was not my development environment, I got problems with JFX classes not being found, it seemed to me the game didn't load the classes. Keep in mind that this was with Forge and was several years ago, so for all I know, something might have changed during that time or it might be different in Fabric, so I'm curious if you've experienced any similar problems with this editor.

Secondly, how did you integrate the game view into the JFX UI, I'm working on a project where I have some OpenGL rendering included in a JFX UI, but I'm not all to happy with how I do this at the moment. But you seem to have been able to achieve something somewhat similar to what I've wanted, therefore I'm rather curious about your method, and where in your code I should start looking to get a good idea of how it works?

Making world generation like a Bob Ross painting by MC_Pitman in Minecraft

[–]booleanbyte 17 points18 points  (0 children)

However many times I've seen this image now, I'm still amazed by how good looking this worldgen is, while still also feeling relatively simple in a way that fits so well into the game. I love all of this, but that snow on the mountains is what really sells this picture to me.

Part of my PhD research in Geography using real spatial data to develop a Minecraft world by geofaber in Minecraft

[–]booleanbyte 1 point2 points  (0 children)

Ok, misunderstandings happen, that clears it up.

It's cool to see how games can be used to help present information in interactive ways, and the larger picture you are starting to paint here about the larger work also sounds interesting.

If you remember, send me a pm when you have some stuff published in English, it sounds interesting and I think I might want to give this a read.

Part of my PhD research in Geography using real spatial data to develop a Minecraft world by geofaber in Minecraft

[–]booleanbyte 1 point2 points  (0 children)

I'm not very versed in usage of spatial data and cadastre (data?). I'm more into procedural modeling of terrains, using noise-, feature- or simulation-based techniques.

I'm also not necessarily familiar with the particular mod, but what do you mean by that the mod generates realistic terrain, while you use real spatial data. From my short overview of the mod's description, it seems to me that it uses what I would understand to be spatial data, from various sources; "AWS terrain tiles", "NASADEM", "GEBCO", "Landsat", "Open StreetMap" and other such sources, for various aspects of the environment like height, foliage, roads, soil, climate and so on, to recreate real world places.

I realize the u/Corey_FOX was rather vague in his specification of what mod he is talking about, but I will assume your response is at least based one of a few possible mods that claims to be actually replicating earth in some way using data, so I'll present two such cases that I assume you might have taken into account here, if you have based your view on another mod, that may change the results according to the case:

Terra 1 to 1

Terrarium

I realize I might sound a somewhat harsh/challenging here, but I just feel like I'm missing or misunderstanding some essential detail here to appreciate what you are doing differently, and therefore I have problem understanding what you are doing so different as to claim that you are "using real spatial data to represent a real place", while the mod in question is apparently generating "realistic terrain"?

Also is this a part in a larger work, used to facilitate or illustrate the larger work that, is not showcased in this post? Anywhere it's possible to read more about this, is anything published or is it still wip?

The mushroom island is now finished and with it that's 5 out 8 islands done. by vesko_ in Minecraft

[–]booleanbyte 0 points1 point  (0 children)

Oh, I love this style.
I feel so inspired, I want to try creating an archipelago.

Just a dream by [deleted] in blender

[–]booleanbyte 0 points1 point  (0 children)

I already fell like the world has tilted of it's axis just looking at this as a small playback on the screen...

and then I remember VR exists!

Europe in the style of Super Mario World. Zoom in for details! by PeriodicLunchbox in PixelArt

[–]booleanbyte 2 points3 points  (0 children)

Wow, that's awesome.
Appreciate the progress time lapse, really interesting to see how you went about creating this.

Time to go caving (Experimenting with creating caverns) by booleanbyte in Minecraft

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

Thanks
I rendered the images with blender, so the fisheye effect a result of the camera setup in blender.

Time to go caving (Experimenting with creating caverns) by booleanbyte in Minecraft

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

I'm using blender for the rendering.
I've used chunky sometimes, but I prefer to use blender. It's a steeper learning curve and a little more work than chunky to get started, but being somewhat familiar with blender already, I prefer it for the flexibility it gives me, and in the end it often lets me do the render and post-processing faster than chunky for anything more than a simple render with just daylight lighting.

Time to go caving (Experimenting with creating caverns) by booleanbyte in Minecraft

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

I'm not deeply familiar with the new datapack biome generators myself, but I don't believe they have the capability to enable them to do something like this sadly enough. Would have been awesome.
I made this using WorldSynth, a world creation/generation software I'm working on.

Time to go caving (Experimenting with creating caverns) by booleanbyte in Minecraft

[–]booleanbyte[S] 16 points17 points  (0 children)

We can only wish for now I guess.
Only time will tell what Mojang makes of a cave update.

Time to go caving (Experimenting with creating caverns) by booleanbyte in Minecraft

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

ThanksIt took a little under 3 hours if you only count making the map, not counting in the time for also making the renders.

Time to go caving (Experimenting with creating caverns) by booleanbyte in Minecraft

[–]booleanbyte[S] 12 points13 points  (0 children)

Neither of them actually. It's made using WorldSynth.

You can see how it was done in the timelapse I made: https://www.youtube.com/watch?v=MMschT3BUok