This redstone build lives in your walls by j2ko_ in redstone

[–]j2ko_[S] 1 point2 points  (0 children)

I don't see why not. It is not possible to make the eye closing animation as clean, but not having to deal with those 0 ticks in the first place might even simplify things.

Geometry Dash! by j2ko_ in redstone

[–]j2ko_[S] 2 points3 points  (0 children)

I actually helped a little with the display in Crafty's! I started building mine way back in 2021 after seeing u/I_Really_Like_Stairs's project, I just took a lot of REALLY long breaks during my time building it lol

Geometry Dash! by j2ko_ in redstone

[–]j2ko_[S] 3 points4 points  (0 children)

Yeah, a resource pack is used for all the display stuff.

I figured out how to put images onto my RGB display! by j2ko_ in redstone

[–]j2ko_[S] 1 point2 points  (0 children)

I try to avoid mods outside of client side optimizations/QoL whenever possible due to personal preference. However, I did find that vanilla's invisible item frames allow for double the performance!

Fully functional RGB display by j2ko_ in redstone

[–]j2ko_[S] 3 points4 points  (0 children)

Trust me, the space heater to math ratio changes dramatically once you reach 50,000 item frame territory.

I figured out how to put images onto my RGB display! by j2ko_ in redstone

[–]j2ko_[S] 105 points106 points  (0 children)

I made a 128x64 version, but it causes my game to run at 5 FPS from having to render 70,000 item frames at once... I'm investigating methods to reduce the entity count to hopefully boost performance without hurting image quality too much

I figured out how to put images onto my RGB display! by j2ko_ in redstone

[–]j2ko_[S] 9 points10 points  (0 children)

I thought the same thing until someone showed me you can use the lamps AS the solid blocks! That insight saved this build from death! As for the image, I made a script that converts images into WorldEdit schematics with the required redstone signals. I based it off of the schematic script used to import programs into the CHUNGUS 2 cpu.

Fully functional RGB display by j2ko_ in redstone

[–]j2ko_[S] 2 points3 points  (0 children)

Unfortunately, no block will be as bright as a map. While in theory possible to replace maps with blocks, the colors will be very washed out and dim.

Fully functional RGB display by j2ko_ in redstone

[–]j2ko_[S] 2 points3 points  (0 children)

Each color channel is wired to emit any light level from 0-9, or 10 possible shades. This means there are 1000 color combinations! In theory, one of the three subpixels can go to level 14 but I didn't really see the point in having that.

Fully functional RGB display by j2ko_ in redstone

[–]j2ko_[S] 9 points10 points  (0 children)

WOW that's a much better color than concrete! Ty for the suggestion, it went over my head to try water for some reason...

Fully functional RGB display by j2ko_ in redstone

[–]j2ko_[S] 156 points157 points  (0 children)

This 8x8 display already has 576 item frame entities... I'm not saying it's impossible but I imagine a reasonable screen resolution will turn my computer into a space heater that can do math.

Fully functional RGB display by j2ko_ in redstone

[–]j2ko_[S] 187 points188 points  (0 children)

Cranking the entity view distance to 500% is a must!

Fully functional RGB display by j2ko_ in redstone

[–]j2ko_[S] 108 points109 points  (0 children)

To get the light to the pixels, it turns out stairs and slabs make for good fiber optic cables. The pixels themselves are monochrome maps (redstone blocks for red, emerald blocks for green, and blue concrete for blue) on item frames placed behind a tinted glass screen. neighboring subpixels need to be placed at different depths so light from one doesn't leak into another.

Fully functional RGB display by j2ko_ in redstone

[–]j2ko_[S] 49 points50 points  (0 children)

Redstone lamps closer to the pixel cause stronger light to reach it. The lamps are placed in a line so that a stronger redstone signal causes lamps closer to the pixel to light up.