#Mini map
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wouldn't it be laggy?
Nope
I'm working on a per-chunk database system which is only loaded once and updated only with events that interact with blocks, so I only make the changes in the db
Btw, It's scripting api, not player.json
The only part of rp is to make the map ui
And to add the block icons xd
Wow that's great!
ty 
did you use Map() for each block typeId for their texture icon?
From my understanding, the hard part of your approach is probably the block updates that aren't done by players.
liquid flowing, commands, or any world mechanic in the game that is undetectable with the current script API, are probably the only obstacles you have.
Also, it seems like the minimap is in a static position... I guess it only changes if the player moves to another chunk?
Cool
When you went down a layer, the very top of the minimap didn't update and some random block on the right side btw
That's the only thing I really seen that was out of place with it
Great job with it
Yes, I'm still working on making it move based on the player and not the chunk
For the icons I am using a dictionary, to assign the icon I have another dictionary with the blocks with an icon identifier
For example:
Blocks.js
{
'minecraft:grass': 'g'
}
Icons.js
{
'g': '[]'
}
@real gale
Te quedo god alecs
Ty my luv
Chunk reading optimization + New icons
Now I could add 2-3 extra layers to make it more realistic, and add some engines to find structures like trees and graph them without reading the entire chunk
So if you have a house next to you, will you see what's inside? Will you solve it? Good job!
Ty! If you have a house on one side you will see the roof of it
Nice, will it be public?
idk, I have to optimize some things in the script
It has the potential to be exploited lol. This indirectly becomes an Xray for mining
what about using rays from script api to get the top block?
that sounds horrible! I can see the watchdog screaming lol. (Unless you limit the block scan per tick)
obviously lol
Wow! This is brilliant! :D
Great job! ๐
Wow, you know a lot it seems haha
unless he sets the icon for various ores to be stone, deepslate, etc
I divided the chunk into 4 chunks, every 4gt I get the blocks of a chunk, so, in 16gt I have 256 blocks captured (0.8s)
So, I can do 3-4 runs to the chunk in the y layer, capturing 256 blocks for each chunk in the y layer, I can get a total of 1024 in the same 16gt xd
Although I can also track specific blocks to get blocks above these
ty! 
Now it's 2gt per fragment
0.4s per chunk
How many chunk you think you can make it show?
Maybe 3*3
I have to adjust several things in the UI to make it possible haha
At the moment it's just a chunk
Nice
Good luck with that
Ty! 
Layers system
4 layers but... ~6ms spike
XD
I need to optimize that
I'll probably add the nested block read inside the first read lol
So, 16gt for 4 layers in total, 0.8s
6ms spike ๐ฟ
all my addons have 150~250ms spike lol
Nah, I'll leave it at that, nesting the block reading reaches ~10ms spikes
Bro, does this have the option to link as chest ui and integrate some form of land claiming system as well?