#Melee Friendly Ender Dragon Fight
106 messages · Page 1 of 1 (latest)
oooo are you redoing the dragon fight??
Yeah
It's specifically for my mod Dungeons Perspective, because the mod puts you in top down perspective where normal ender dragon fight is difficult
It will release on Curseforge when it's done, hopefully soon
sounds amazing!
Cool, how does mining work?
It's a bit difficult due to not being able to see up, but in general the mouse is accurate enough to mine properly
are we gonna get it to land or occasionally hover in place so we can fight it skyrim style
oh this seems kind of similar to my mod Minecraft XIV. i'm curious about how you're doing culling to avoid the camera being able to see things it shouldn't, like adjacent caves
Your mod is actually the basis for my mod!
Heavily modified
oh, amazing :D
Please let me know if you have an issue with that
I figured you wouldn't because I looked at the license
well it should definitely mention my mod in the description and i'd have appreciated an email about you using it lol but it's allowed
maybe we can collaborate though
My bad, I mention it in the mod page I believe
I can give you the way I do culling! It's a mess of mixins but is getting refined as time goes on
yeah i'd love to know. does your mod have the camera avoid terrain at all or is it handled entirely by the culling?
It's handled entirely by the culling
Recently, I made advancements to it to make it more visually appealing
This is how it looks now
oh that's a lot like the uh psychonauts effect that i was told about by some other people lol
really nice looking
Curseforge: https://www.curseforge.com/minecraft/modpacks/guild-adventures
Music:
Molgera Battle (Remix) by Qumu
https://www.youtube.com/watch?v=Xp93ZIny05E
I made a modpack in this perspective, with the inspiration being more Diablo and Path of Exile
WOW
pretty neat
oh so you use a flood fill algorithm for culling? that's basically what i was considering
i guess with a top down perspective you don't have artifacts like the yellow regions in this image?
Some of those artifacts would still be shown, but the red portion shouldnt be shown because I force terrain past a certain distance underground to not render, via mixin
ohh i thought the red part was handled by the flood fill
ah and i see you fixed the issue with the sound being relative to the camera not the entity :D
or at least i thought that's what was going on
oh so this is done by culling, i was wondering if it'd be possible to get a stippled translucency effect by rendering those blocks in a separate pass but i don't think that's easy to do
and the custom culling is why it requires sodium?
Yes, sodium is required for the culling
Actually thats wrong
You can do native culling, but installing sodium breaks it
For that reason I just make sodium mandatory and deal just with that
okay so i could include two mixins and choose between them at runtime
Yeah that would work
do you know if there's a way to render a second pass with just the culled faces?
and then i could composite it with translucency into the final render
hmmm i just had a thought
we could render the blocks in between as wireframes
we would have to be careful to make sure the blocks around the player are not occlusion culled but then in the renderer itself we could simply make it only render the outer 1px of any blocks within a cone outward from player to camera
i'm struggling to figure out exactly how to do it but this is definitely possible with shaders
like this :3
though i don't actually really like this look, but it's easy to change. just gotta pipe in the player coords so i can do the cone filtering
holy xray
stippled translucency
or maybe big stipple
tho that could use some downsampling or smth
ideally the dots are one color per
Thats really nice!
Are you renderering it twice, and overlaying the second one as a circle?
no, this is all done in the sodium fragment shader
And it uses the block culling method I use to select which blocks to cull?
nope
Wow that should perform a lot better then
Yeah, is there a way to simply remove the blocks with no wireframes at all?
I think it would look good that way
i mean sure but i like the wireframes
I didnt think of using shaders to accomplish this
especially with the texel level stippling
Is this just a shader?
yep
Damn I should get into making shaders then
I assume it wont work with other shaders?
yep
So you'd have to modify shaders specifically to work with this view
i'm just mixing into sodium's shader loader and replacing the opaque block shader
it's rather minimal and you could probably easily support it for vanilla shaders as well
So - it does work with other shaders? Like complementary?
you could write an iris shader too i'm sure
Still, very impressive
but it would be harder to share code
Yeah that'd definitely be possible
Your idea of rendering it once without the occluding blocks, and then again with, stippled might accomplish the same thing though
And it would work with Iris shaders just fine
would be limited to what opengl can do as far as stippling i think
Yeah definitely
but might work
Still, very cool concept!
Looks amazing, but lack of Iris compatibility is unfortunate
yeah i'm happy with it for my purposes for now at least
would be interested to see if you try that other approach
Yeah I'll try that other approach
That'd definitely make it look a lot better
But it might hurt performance
yeah i'm curious how much performance is lost on your culling approach too though
rebuilding so many blocks per tick
Surprisingly not a lot - at the very least, with just the mod
I dont actually rebuild every tick
do you run into any issues with blocks not being restored after the cone moves away? i implemented a very basic version of your approach in my mod once i sufficiently understood how it worked, and i had those issues since my tracking of the culled blocks was poor
Yes, im working on some sort of permanent fix for this
gotcha
i figured out what the flood fill algorithm does too. it's a cool way to detect rooms and open up the whole roof.
i initially assumed it was for detecting what blocks the player can see
Yeah it was hard to get it conceptually correct