#Moving Platform Structures

1 messages · Page 1 of 1 (latest)

knotty zinc
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I'm still porting Better Than Wolves to modern Minecraft, and this was by far the hardest feature to make. It's still not quite done, but it does a good job IMO!

true furnace
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Better Than Wolves

calm dagger
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did you a modern lib for that?

knotty zinc
calm dagger
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ok that's wild

true furnace
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I dragged two friends to play BTW with me and after an in-game week (~2.5 hours) of struggling to accomplish anything they hate the mod with a passion now lmao

knotty zinc
smoky creek
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Does it use the functionality from the april fools update or is it completely made by you? :o

knotty zinc
smoky creek
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Makes sense ^^

Still impressive

true furnace
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you're telling me BTW wasn't originally sadistically difficult? x3

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I'm now interested in your modern port!

knotty zinc
# true furnace you're telling me BTW wasn't originally sadistically difficult? x3

Yeah, I'm actually pretty saddened by the modern impression most people have gotten of BTW. It started way back in beta as a tech mod. A ton of its features ended up inspiring later mods like Create, and even the vanilla game itself.

I've been releasing playable beta versions of my port in the BTW discord, if you're interested in checking it out:

Invite: https://discord.gg/NkfzwTbH
My mod's channel: https://discord.com/channels/252863009590870017/1218787262666375248

true furnace
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does that mean your mod would be called better than better than wolves

knotty zinc
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A fun idea! But I'm calling it "Better With Time"

proud zephyr
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How do you handle entity collisions for a platform? Is it iterating through all of the contained block's collision boxes.

true furnace
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I'd imagine it's like a piston and sticky blocks

knotty zinc
# proud zephyr How do you handle entity collisions for a platform? Is it iterating through all ...

It was really hard to figure this out. A bit of a breakdown:

  • When converting the platform blocks to an entity (a single one for the whole structure), I get the VoxelShapes for every BlockState in the structure, map those to a list of the shapes' component Boxes, and save those boxes to the entity data
  • When a player or other entity enters the overall bounding box of the platform, I check for intersections with all of the Boxes in the entity. I do normal collision detection stuff to push the player out of a box if they're inside it, but then I also specifically adjust the player's Y velocity to match the Y velocity of the moving platform.
proud zephyr
acoustic fiber
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I wonder if the april fools snapshot made it easier for you, cuz it has moving platforms

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with the floatater

knotty zinc
crimson storm
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i remember BTW back in the day when it was all windmills and wheat and stuff like that

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and recently i thought i’d watch a modern play through and it was like… shitty TFC