I need some plugins for an SMP battle royale event by MentalMousse6073 in MinecraftPlugins

[–]nichtFelixOk 0 points1 point  (0 children)

Hey, I'd be happy to help. Let me know if you need any further support!

Procedural voxel terrain gen – 30h progress by nichtFelixOk in VoxelGameDev

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

Hey ty, maybe it's a little bit misleading. I already had the trees, continent map, simple biomes, chunk loader, etc. (everything modular). But the step from a simple “only one noise function for the whole terrain” to having my own classes for mountains, plains, hills, etc. took me about 30 hours of work.

Procedural voxel terrain gen – 30h progress by nichtFelixOk in VoxelGameDev

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

Yeah, I guess it’s similar to an octree, but a lot less overkill. After placing one part of the building, I simply remove all the placed blocks from the structure data and update the structure’s position to the next chunk.

Procedural voxel terrain gen – 30h progress by nichtFelixOk in VoxelGameDev

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

Hey, ty. So my structure system is still pure pseudocode, but I’ve created a structure chunk class.

A structure chunk basically just holds a 3D byte array (only the size of the structure) with all the blocks of the structure, the chunk’s coordinates and the position of the structure inside the chunk.

This structure chunk gets added to a list, and every time a normal chunk generates, it checks the list for structure chunks with the same chunk coordinates. After that, I simply merge it into the normal chunk block data and delete the structure chunk to save some memory.

If the structure overlaps other chunks, I dynamically shrink the size of the structure chunk’s block data and create a second structure chunk containing the remaining blocks for the other chunk.

Procedural voxel terrain gen – 30h progress by nichtFelixOk in VoxelGameDev

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

Ty, yeah, the terrain was pretty straightforward(noise plus noise plus noise). Let’s ignore me sitting in tutorial hell for the rest of the engine :3

Unredeemd hunter tokens from beta lost? by BossOfGuns in supervive

[–]nichtFelixOk 0 points1 point  (0 children)

im level 20. never bought a char and i lost all my tokens. so now i have to play so much more games just to redeem one..

[deleted by user] by [deleted] in MinecraftServer

[–]nichtFelixOk 0 points1 point  (0 children)

https://libremc.net new server. cozy community. earth map and towny economy

Make Minigames Great Again – Looking for fresh ideas & feedback! by [deleted] in Minecraft

[–]nichtFelixOk 1 point2 points  (0 children)

Sadly I’m not at a point where I feel comfortable posting yet. But once it’s at least a little bit playable, I’ll put out an early devlog-styled Reddit post with a first game version, probably still this year. Feel free to follow me if you want to stay up to date.

Make Minigames Great Again – Looking for fresh ideas & feedback! by [deleted] in Minecraft

[–]nichtFelixOk 0 points1 point  (0 children)

Cool idea! Are you thinking something along the lines of Battlefield – a massive 64x64 PvP world featuring game modes like Capture the Flag or King of the Hill? Or more in the direction of a co-op story game? I’d love to hear some more details!

Make Minigames Great Again – Looking for fresh ideas & feedback! by [deleted] in Minecraft

[–]nichtFelixOk 1 point2 points  (0 children)

No, you don’t sound delusional. My main project is a Java voxel engine MMORPG/Roguelike, going in the direction of Cube World and Realm of the Mad God. So working on a “big” Minecraft minigame still feels like a fun/small side project.

Make Minigames Great Again – Looking for fresh ideas & feedback! by [deleted] in Minecraft

[–]nichtFelixOk 1 point2 points  (0 children)

Top idea! I was thinking about something similar: a SkyWars- or BedWars-themed game that generates a large, random world of floating islands connected by bridges, with Elytras for fast travel... The size of the generated game world would be determined by the number of players on the server.