07-20-2014, 02:33 PM
Well I rambled again..
The time controls are getting there, but sometimes crashes yet. You can now tick forward and go back and all. But I also realized I forgot something that I'll need before simulation can begin properly. Schematics are used to get and set MC's state, but I haven't implemented the tag that keeps track of blocks to update. So you can update one block and move forward, but if you place another one, it will forget about the updates of the former block.
This marks a key point in development that I was foreseeing: expanding the schematic format. If you grab a schematic from the server, for example, only tile entities of inventory-blocks are created, not comparators. Also if I recall correctly, WorldEdit puts extra tags to track where a player was when he copied it (to paste it relative to him again). I think it's important to not clutter the schematic with too many custom things, so I plan to keep the simulator's future's tags (like for example schematic name, creator, comments, named inputs/outputs) inside one dedicated tag on the root of the schematic.
However, for TileTicks, I'll put it on the root tag as well, since it's stored native in MC as well. It's required for clocks to keep working when loading a schematic. Because it's non-standard, unexpected things may happen when using them with other application, which would mean they did a bad job.
On making a .jar release, I want to do that when I think it's usable for an end-user, which means safe crashes (because of entities) and on overall no weird behavior.
Hope you guys don't mind me taking my time, lots of things on my head; 8 more days of work, 4 re-exams, nabbing around with python and entering dorm-life in either 0.5 month or 1.5 month.
The time controls are getting there, but sometimes crashes yet. You can now tick forward and go back and all. But I also realized I forgot something that I'll need before simulation can begin properly. Schematics are used to get and set MC's state, but I haven't implemented the tag that keeps track of blocks to update. So you can update one block and move forward, but if you place another one, it will forget about the updates of the former block.
This marks a key point in development that I was foreseeing: expanding the schematic format. If you grab a schematic from the server, for example, only tile entities of inventory-blocks are created, not comparators. Also if I recall correctly, WorldEdit puts extra tags to track where a player was when he copied it (to paste it relative to him again). I think it's important to not clutter the schematic with too many custom things, so I plan to keep the simulator's future's tags (like for example schematic name, creator, comments, named inputs/outputs) inside one dedicated tag on the root of the schematic.
However, for TileTicks, I'll put it on the root tag as well, since it's stored native in MC as well. It's required for clocks to keep working when loading a schematic. Because it's non-standard, unexpected things may happen when using them with other application, which would mean they did a bad job.
On making a .jar release, I want to do that when I think it's usable for an end-user, which means safe crashes (because of entities) and on overall no weird behavior.
Hope you guys don't mind me taking my time, lots of things on my head; 8 more days of work, 4 re-exams, nabbing around with python and entering dorm-life in either 0.5 month or 1.5 month.