Posts by CursedXistence
Latest hotfix: 0.8.5.3 (2025-05-09)
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wow you like littles.
Actually I absolutely hate working in tiny because it's so hard to see the blocks, pivots, etc. but that's why I suffer, so others don't. lol
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Is that GO set?
No it's Reversi or Othello is a variation of Reversi that uses the same board and pieces.
Reversi / Othello uses an 8 x 8 square board.
Go is played on the intersections, not the squares and is an 18 x 18 square (19 x 19 intersection) board
Go pieces are also single sided (one color) and much smaller. -
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USAGE As always you're more than welcome to use any of my blueprints in your projects. I just ask you give credit / a mention.
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Oil Rubbed Bronze Bamboo Rainfall Shower
Bathroom Vanity with Oil Rubbed Bronze Bamboo Fixtures
Oil Rubbed Bronze Bamboo Faucet
Oil Rubbed Bronze Bamboo Handle
Oil Rubbed Bronze Bamboo Handle / Lever
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USAGE As always you're more than welcome to use any of my blueprints in your projects. I just ask you give credit / a mention.
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Toothbrush Holder / Tooth Brush
Soap Dispenser / Bamboo Trashcan With Lid
Plunger With Holder / Toilet Brush With Holder
Bamboo Bath Mat
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USAGE As always you're more than welcome to use any of my blueprints in your projects. I just ask you give credit / a mention.
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So the question originally is in regards to the ocean and somewhat on ponds. I look out in a storm and notice the large body of water just sits there reducing immersion. The trees sway and even the grass sways. In a small pond the plants (Lilies) just sit there when the wind blows and as such detract from immersion. This game wows, friends of mine stop in awe at sundown colors or the sky at night that 'devil is in the details' you have already enfixed to the game .
As a wish list on flowing waters, I would like to direct water from the hilltops through hollow cylindrical building pieces and channels of blocks simulating aqueducts.
I am looking forward to such effects as they are important to the finished look of flowing waters. You are correct that these are effects that a visual and needed as in a sprinkler system providing water to plants or a beautiful water fountain in a city center. Hopefully this is put in in a form of technologies like electricity and wire where click and run pipes can be installed from a water source and provide such displays as sprinklers that add to the growing and farming techniques as well.
Unity has Weather effects for water that would create waves, etc. during storms, but like I said in my original post about it Red has to fully implement the water system so it knows what's saltwater, freshwater, ocean, pond, river, etc. otherwise you'll end up with ocean sized waves in a stream.
Red has said previously that he was going to be adding water blocks, so you'd have to use those to simulate aqueducts, etc. The water in minecraft is the same way, it's just made up of blocks with an animated texture on it. When you pour a bucket of water in minecraft it's just telling the game to create x water blocks at x, y, z heights to give the effect of flowing water. I'm assuming the water blocks Red is talking about will do pretty much the same thing. -
What kind of movement/flow are you looking for specifically? Do you refer to ocean waves?
Ocean waves are actually planned
But unfortunately we have no ETA for that yet... it will happen after replacing the Java version with the new version.
If you're looking for flowing water, the new version already has flowing water, but it only takes terrain into account for collision for now. The only change that's planned is that water will also detect construction elements in the future (at least construction elements with a minimum size).
Water has a fixed resolution (one water cell has the size of a block), unfortunately it's not possible to have more detailed water (i.e. consisting of much smaller cells/blobs) in a performance-friendly way...
Having detailed flowing water on a large scale isn't possible (yet) from a technical point of view unfortunately. If a single water drop would have the size of 1 cm (which is still a big water drop), a tiny 4x4 pond would already consist of millions of water drops. While modern GPUs can actually handle this on a small scale in realtime, this is far from being usable in a game like RW. On the one hand, the game needs this on a larger scale (what if the player wants to have more than just a tiny pond of physically accurate water?), on the other hand, this data needs to be accessible by the CPU (because the game has to sync the water state between clients in multiplayer, and it also has to store the water state on the hard drive, so it doesn't get reset everytime you restart the game/server).
Personally I think the big thing people are wanting would be particle effects to make fountains, running faucets, splashing water, etc. things like that to go along with the water blocks you had mentioned about adding beforehand. I could be totally wrong but it seems a common thing for people to call that "flowing water", not knowing it's just particle effects.