#Moving Platform Structures
1 messages · Page 1 of 1 (latest)
did you a modern lib for that?
Nope, everything from scratch
ok that's wild
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
I'm porting an older version of the mod, before it added a ton of hardcore stuff that made the early-game really long and difficult. This will be a super tech-focused mod, so maybe your friends would be more enticed by that 😄
Does it use the functionality from the april fools update or is it completely made by you? :o
Completely by me, but I referenced the old open source code from the original mod.
Makes sense ^^
Still impressive
you're telling me BTW wasn't originally sadistically difficult? x3
I'm now interested in your modern port!
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
A fun idea! But I'm calling it "Better With Time"
How do you handle entity collisions for a platform? Is it iterating through all of the contained block's collision boxes.
I'd imagine it's like a piston and sticky blocks
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 everyBlockStatein the structure, map those to a list of the shapes' componentBoxes, 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.
Makes enough sense. I made a platform entity recently, but have yet to add proper collisions.
I wonder if the april fools snapshot made it easier for you, cuz it has moving platforms
with the floatater
I started working on this before the April fools update. I didn’t reference Mojang’s implementation
okay, this is so elucidating
i remember BTW back in the day when it was all windmills and wheat and stuff like that
and recently i thought i’d watch a modern play through and it was like… shitty TFC

