Closed The4codeblocks closed 3 years ago
this isn't blender, don't try to make 3d objects/models/animations in mindustry
Why on earth are you expecting Anuke, a solo, nearly unpaid dev, to add 3D rendering to a machine-code emulating logic language controlling a maximum of 176x176 pixels in a display in a video game?
also why 3d in a 2d game ?
if you want 3d do it yourself
if you want 3d do it yourself
I don't think he can with the current game, due to modding restrictions.
I don't think he can with the current game, due to modding restrictions.
This is the stupidest logic related suggestion I ever seen. It's even worse than asking for more processor inputs.
Close.
NOW.
This could make low-end phones struggle to load mindustry even more.
close. Now. ASAP.
close this, don't try making 3d things in mindustry, just use blender for that
you sure about that?
also why 3d in a 2d game ?
You only store the data of the objects in the reigon emulator, then they get rendered by a command with the rotation, position, and an orthographic setting.
you sure about that?
Yes, it's not in game, and can save the processor limits with raycasting.
close this, don't try making 3d things in mindustry, just use blender for that
It isn't constant rendering.
This could make low-end phones struggle to load mindustry even more.
It doesn't render all the time if the code is executed once, and processors have a limited speed.
Why on earth are you expecting Anuke, a solo, nearly unpaid dev, to add 3D rendering to a machine-code emulating logic language controlling a maximum of 176x176 pixels in a display in a video game?
Maybe update v10?
close this, don't try making 3d things in mindustry, just use blender for that
It isn't constant rendering.
ye but your trying to use a non 3d game and program to render 3d stuff, thats the issue
close this, don't try making 3d things in mindustry, just use blender for that
It isn't constant rendering.
ye but your trying to use a non 3d game and program to render 3d stuff, thats the issue
3D games always do that, they render a 3D world on a 2D screen, and at 1500 i/s it only renders 60/s, if alone.
close this, don't try making 3d things in mindustry, just use blender for that
It isn't constant rendering.
ye but your trying to use a non 3d game and program to render 3d stuff, thats the issue
3D games always do that, they render a 3D world on a 2D screen, and at 150 i/s it only renders 6/s.
stop trying to render 3d models in mindustry, it isnt and wont ever be a 3d rendering/modeling tool
Why on earth are you expecting Anuke, a solo, nearly unpaid dev, to add 3D rendering to a machine-code emulating logic language controlling a maximum of 176x176 pixels in a display in a video game?
Maybe update v10?
You never answered the question. Why do you expect an unpaid dev whose only game development assistance is through contributions of various skill levels (and the bad ones often take up more time to sift through than the good ones save), who gets no payment, whose game's genre tower-defense, to add 3D rendering to screens with a maximum size of 176x176 pixels, a size limit surpassed by many pixel-art images?
Why on earth are you expecting Anuke, a solo, nearly unpaid dev, to add 3D rendering to a machine-code emulating logic language controlling a maximum of 176x176 pixels in a display in a video game?
Maybe update v10?
You never answered the question. Why do you expect an unpaid dev whose only game development assistance is through contributions of various skill levels (and the bad ones often take up more time to sift through than the good ones save), who gets no payment, whose game's genre tower-defense, to add 3D rendering to screens with a maximum size of 176x176 pixels, a size limit surpassed by many pixel-art images?
Idea: what if my suggestion is a contribution between game devs on github?
Idea: what if my suggestion is a contribution between game devs on github?
Pay them.
Anyway, what gameplay aspects does your suggestion improve? Is a 3d pie-chart of my power statistics a desired advantage? Is playing ping pong with shaders a straight improvement to user experience?
You didn't really give any examples on why this should be worked on, like... 'players will love it' is a bold statement for an unconfirmed fact. I don't see why we should sacrifice development time and frames for this, however feel free to inquire me on actual, useful applications that may change my mind.
Why on earth are you expecting Anuke, a solo, nearly unpaid dev, to add 3D rendering to a machine-code emulating logic language controlling a maximum of 176x176 pixels in a display in a video game?
Maybe update v10?
You never answered the question. Why do you expect an unpaid dev whose only game development assistance is through contributions of various skill levels (and the bad ones often take up more time to sift through than the good ones save), who gets no payment, whose game's genre tower-defense, to add 3D rendering to screens with a maximum size of 176x176 pixels, a size limit surpassed by many pixel-art images?
Idea: what if my suggestion is a contribution between game devs on github?
if you want it done by github people, you either need to do it yourself, as you are a github person, or personally convince someone to do it, possibly with money, as well as a reason why it would improve the game
Why on earth are you expecting Anuke, a solo, nearly unpaid dev, to add 3D rendering to a machine-code emulating logic language controlling a maximum of 176x176 pixels in a display in a video game?
Maybe update v10?
Wow.
W. O. W.
Everyone give this man a clap for expecting a solo dev to implement something like this.
This suggestion is now stale, and will be automatically closed.
You only store the data of the objects in the reigon emulator, then they get rendered by a command with the rotation, position, and an orthographic setting.
To clarify that is a seperate block
Describe the content or mechanics you are proposing.
With logic, you can add 3D elements to some sort of simulated "3D space" And a render function that renders all the objects from a position at a set rotation with a setting for orthographic.
Executing render takes 25x the time, of a normal instruction.
A new value has to be added: vector, so the UI doesn't get too cluttered.
Blocks:
Reigon emulator Is where the "3D space" exists.
Logic:
( Place flush ( reigonemulator(n) ) ) Sets where the objects are stored.
( Render ( reigonemulator(n) ) Position (x,y,z) Rotation (x,y,z) Orthographic () FOV (n) ) Renders what's stored in the block memory.
( Create object (cuboid/ellipsoid/polygon/extrudedpolygon/polytope/line) Position (x,y,z) Size Rotation (x,y,z) Color (r,g,b) ID (n) Central skew (x,y,z) Skew (x,y,z) Curved skew (1/0) Central skew pos (0-1,0-1,0-1) Sides (n) ) Creates an object with the properties above.
( Edit object (cuboid/ellipsoid/polygon/extrudedpolygon/polytope/line) Position (x,y,z) Size Rotation (x,y,z) Color (r,g,b) ID (n) Central skew (x,y,z) Skew (x,y,z) Curved skew (1/0) Central skew pos (0-1,0-1,0-1) Sides (n) ) Changes an object by ID to the properties above.
Additional data: The simulator/renderer is a separate block and a processor could have a new function: drawread, it reads the 242 × 242 image stored in the renderer, also draw cells where drawflush writes to them? Also a resolution setting.
Describe how you think this content will improve the game. If you're proposing new content, mention how it may add more gameplay options or how it will fill a new niche.
Will make 3D art easier, and maybe the game will have models of the blocks made and players will love it!
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to make sure my idea is not listed under the "A few things you shouldn't suggest" category.