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

  1. Please don't necro old threads, if you have an issue make your own thread.
  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.
  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.
  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
  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.
  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)
  7. The method name does not matter in this case. Do not statically instantiate your sounds. Instantiate and register them in the appropriate event.

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