#Melee Friendly Ender Dragon Fight

106 messages · Page 1 of 1 (latest)

heady plaza
violet rivet
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oooo are you redoing the dragon fight??

heady plaza
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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

violet rivet
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sounds amazing!

heady plaza
harsh vault
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are we gonna get it to land or occasionally hover in place so we can fight it skyrim style

woven frost
heady plaza
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Heavily modified

woven frost
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oh, amazing :D

heady plaza
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Please let me know if you have an issue with that

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I figured you wouldn't because I looked at the license

woven frost
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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

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maybe we can collaborate though

heady plaza
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My bad, I mention it in the mod page I believe

heady plaza
woven frost
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yeah i'd love to know. does your mod have the camera avoid terrain at all or is it handled entirely by the culling?

heady plaza
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This is how it looks now

woven frost
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oh that's a lot like the uh psychonauts effect that i was told about by some other people lol

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really nice looking

heady plaza
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I made a modpack in this perspective, with the inspiration being more Diablo and Path of Exile

woven frost
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WOW

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pretty neat

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oh so you use a flood fill algorithm for culling? that's basically what i was considering

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i guess with a top down perspective you don't have artifacts like the yellow regions in this image?

heady plaza
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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

woven frost
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ohh i thought the red part was handled by the flood fill

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ah and i see you fixed the issue with the sound being relative to the camera not the entity :D

woven frost
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or at least i thought that's what was going on

woven frost
# heady plaza This is how it looks now

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

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and the custom culling is why it requires sodium?

heady plaza
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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

woven frost
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okay so i could include two mixins and choose between them at runtime

heady plaza
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Yeah that would work

woven frost
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do you know if there's a way to render a second pass with just the culled faces?

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and then i could composite it with translucency into the final render

woven frost
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hmmm i just had a thought

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we could render the blocks in between as wireframes

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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

woven frost
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i'm struggling to figure out exactly how to do it but this is definitely possible with shaders

woven frost
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like this :3

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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

jagged creek
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holy xray

woven frost
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stippled translucency

woven frost
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or maybe big stipple

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tho that could use some downsampling or smth

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ideally the dots are one color per

heady plaza
heady plaza
woven frost
woven frost
heady plaza
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And it uses the block culling method I use to select which blocks to cull?

woven frost
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nope

heady plaza
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Wow that should perform a lot better then

woven frost
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yep

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looks a lot better if i may say so myself

heady plaza
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Yeah, is there a way to simply remove the blocks with no wireframes at all?

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I think it would look good that way

woven frost
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i mean sure but i like the wireframes

heady plaza
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I didnt think of using shaders to accomplish this

woven frost
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especially with the texel level stippling

heady plaza
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Is this just a shader?

woven frost
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yep

heady plaza
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Damn I should get into making shaders then

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I assume it wont work with other shaders?

woven frost
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yep

heady plaza
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So you'd have to modify shaders specifically to work with this view

woven frost
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i'm just mixing into sodium's shader loader and replacing the opaque block shader

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it's rather minimal and you could probably easily support it for vanilla shaders as well

heady plaza
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So - it does work with other shaders? Like complementary?

woven frost
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no, iris uses a completely different system

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it replaces sodium's renderer i think

heady plaza
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Ah I see

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So this isnt compatible with Iris

woven frost
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you could write an iris shader too i'm sure

heady plaza
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Still, very impressive

woven frost
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but it would be harder to share code

heady plaza
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Yeah that'd definitely be possible

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Your idea of rendering it once without the occluding blocks, and then again with, stippled might accomplish the same thing though

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And it would work with Iris shaders just fine

woven frost
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would be limited to what opengl can do as far as stippling i think

heady plaza
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Yeah definitely

woven frost
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but might work

heady plaza
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Still, very cool concept!

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Looks amazing, but lack of Iris compatibility is unfortunate

woven frost
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yeah i'm happy with it for my purposes for now at least

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would be interested to see if you try that other approach

heady plaza
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Yeah I'll try that other approach

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That'd definitely make it look a lot better

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But it might hurt performance

woven frost
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yeah i'm curious how much performance is lost on your culling approach too though

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rebuilding so many blocks per tick

heady plaza
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Surprisingly not a lot - at the very least, with just the mod

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I dont actually rebuild every tick

woven frost
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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

heady plaza
woven frost
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gotcha

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i figured out what the flood fill algorithm does too. it's a cool way to detect rooms and open up the whole roof.

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i initially assumed it was for detecting what blocks the player can see

heady plaza
woven frost