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Showing content with the highest reputation on 04/10/19 in all areas

  1. Please don't necro old threads, if you have an issue make your own thread.
    1 point
  2. You could collect all the quads into a single buffer and render it. The most expensive operation in graphics is the draw call. Kinda similar to what a FastTESR does.
    1 point
  3. Whilst I cannot help out with the proper way to disable the blocks from rendering inside this area, and substituting your own animation, I can quite confidently state that it will not be as performance intensive as you think, if you keep OpenGL calls to a minimum. I've made some menger-sponge inspired compressed blocks (20^1, 20^2.... 20^6 block compression) and whilst I was dealing with pre-calculated models and bakedQuad-caching, T3 compression(20^3) or 8,000 miniature blocks rendered inside a single blockspace did cause some stutter, but not game-breaking. (Though it wasn't animated) Though 11^3 isn't a small number, that still only equates to 1,331 blocks. Yes, scaling all of this will have a higher performance drain than just basic rendering, but it shouldn't be impossible if you focus on performance.
    1 point
  4. Example of something similar (getting and then setting Minecraft#blockRendererDispatcher#fluidRenderer) https://github.com/Cadiboo/NoCubes/blob/ef2968d83544597fd5d267e476742beb2ec9a177/src/main/java/io/github/cadiboo/nocubes/client/ClientProxy.java#L89
    1 point
  5. Minecraft.getMinecraft().getSoundHandler().sndManager.playingSounds. As diesieben07 said, sndManager and playingSounds are private, so you will need to use Reflection or an Access Transformer to access them.
    1 point
  6. The "#" is the same as a ".", it just means "instance method" "instance" rather than "static method" "static" Read https://stackoverflow.com/questions/37628/what-is-reflection-and-why-is-it-useful Then use the ObfuscationReflectionHelper (only in Forge versions above 2782)
    1 point
  7. The method name does not matter in this case. Do not statically instantiate your sounds. Instantiate and register them in the appropriate event.
    1 point
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