https://github.com/devOS-Sanity-Edition/losing-my-marbles
#toybox-screenshots message
#Losing My Marbles!
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yeah damn
both bullet and Jolt have modern java bindings (both by the same guy (also the same guy who has a usable jbullet fork
)) but jolt just seems better and more modern
thats wild for a single item modfest like this
Rayon used bullet, but it's no longer updated
yeah
patbox updated rayon to 1.21.8 but its still not amazing and it switched hands so much nobody really knows the full workings of it
Usually our fest mods get to like 75% of where we want them to be before dev time ends, and somehow despite the horrors™ required for this one we’re like 90% there and still have a day lmao
Enough time to make it server side
real
Lmao
I went all in on data for marbles, I really like how it turned out
the geometry of the marbles is quite a bit more complex than the cubes of physics toys with rayon and it seems to perform better
Insane data formats my beloved
you can do any of these things any time a marble bounces
Any number and combination*
@ember trench if you want to make the hama marble real it's fully data driven
^
Soon™ we’re gonna have marble rendering that supports a single texture that rotates as the marble moves, it’d be perfect
this is fine
does windburst activate redstone that sounds like it could be problematic for the fest
"marble types are basically just a component map" - statements dreamed up by the utterly deranged
We won’t be giving those out in the fest
But yes, they’re just normal wind bursts
Same for explode
No tnt marbles in the fest, but they do in fact explode
post-fest I'll likely split the physics into an independent library
what would the process for loading 3d models like a cube into a system like this be?
and how many degrees do I need to complete first?
not possible, all marbles are a single quad
I dont mean within the datagen constraints, I mean within jolt to jvm bindings.
Any?
Choosing collision shapes
yeah I think I have a lot of reading ahead of me
You would just need to render it right
thats easier said then done, especially when I have zero clue how mc rendering actually works
Well, assuming you have item model just use that
2400 marbles before lag got unbearable, pretty good, think it was also more render than physics too
I was only getting ~400 on rayon
with basic cubes and that was server before client
Client lag or server lag
with marbles I think it was actually more client lag
id have to do further testing but it seems quite interesting
we're also hoping to add flywheel compat if that port is done in time
for create?
oh I only know its part of create
I havent looked into it
ok yeah that would be very interesting
noooo my marblesss!
is your marble running? yes? you better go catch it then.
is there a way to push marbles?
punching gives a moderate amount of velocity, and just walking into them nudges them
there's an item tag for items that add more velocity when punching, too. sticks, blaze rods, breeze rods, and swords do more
what about when used?
right clicking picks them back up. they spawn with no velocity, but we're gonna have a solution for automating marble runs
what are you thinking
when using the confetti gun it would push marbles, like add force to them
is the confetti gun purely a visual effect or does it do physical things when you use it too?
we could probably add compat for that either way
the base gun just shoots particles, but there are 2 enchants, 1 recoils you back and the other shoots a firework
ah. just checked and right now fireworks dont interact with marbles at all
Your gradle thing doesn't seem to work hm (wanted to check how much was needed to make it a ProjectileEntity )
do you know if explosions push them around?
they do
How to make the marbles?
the marble maker
I think the crafting is bugged rn
Yeah another mod was breaking certain datapack things, I think it’s been fixed now though
Btw should I look into my own implementation for compat or do you think using you coukd move to projectile entity
projectiles come with a lot of implications that I don't think make sense for marbles
"Bare bones" projectile entity doesn't do much
And some things you already have (like owner)
Default hit detection can be ignored
But will look into handling it on my side then
Only issue is that player might pick it up too quickly / by accident
And since it's final, I can't hijack the interaction
Hm
cant you set the pickup delay to whatever you want
MarbleEntity has no code for that
the funny
I don't think that's a big deal honestly
Nice
hey uh a marble max might be a good idea
and physics errors shouldn't crash
we're gonna make them have an expiration timer so they don't just build up everywhere
what errors
can you explain what you mean by that
the game can handle over 1000 without getting too bad. it's no different from causing lag/crashes from spawning too many normal entities
the physics engine throws a hard crash if there's too many marbles
jay doesn't that happen if enough unique geometry is being used for marble collision too
again, it shouldn't be low enough to ever run into during the fest, but we had that happen when debugging that leak
whatever it is we just hit it
I think it could but the limits should be way above what you could reasonably hit
oh you actually crashed the test server with this
how many did you spawn
yeah :ioa:
_ _
2000 is lower than I thought but still two orders of magnitude more than there should've been
Spawning 2000 of any entity is going to cause problems
yeah
should we do something about that, like making it so that if more than 10 marbles share a block space they don't collide with each other until they leave it
not an easy thing to check
The most that realistically would be at the fest is like 100 marbles
we need to see what the actual limit is and maybe turn up the cache if it's low
entirely depends on the free build area, tbh
lets say we have 30 marbles in our booth showcase, everything else is uncertain
How many did it take to do that? I've got 7000+ without engine crash.
Broke the client but server was still fine