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Jagholin

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Everything posted by Jagholin

  1. You also have to read about java language and OOP more before trying to make something useful with them. The keyword super by itself can only be used inside of a constructor(Constructor is the method that is implicitly called by Java when you are creating new objects of the class by using the new keyword. It has the same name as the class itself. Some languages also have destructors, methods that are called right before the object instance is destroyed). To call superclass counterparts of an overriden method, write super.TheNameOfTheMethod(parameters).
  2. Your code is not self-consistent, therefore you get problems. Compare th two lines: public void registerRenderers() and public static void registerRenderers() the signatures of both methods are different, therefore they are considered different methods by java, even though they are called the same. Either make them both static or non-static. It seems also to me, that you dont understand the difference between static and non-static methods. Static methods are called without implicit this-parameter(means you dont need to have an object of their class to call them), and so they can only access static fields and methods of the same class. I also doubt that using @Override with static methods makes any sense at all.
  3. Hello, I don't know if it is a good idea to use so many textures in any project. Say in OpenGL, there is only a finite number of texture units, which are used to sample texture data from memory. That means, in any given time only so many textures can be used by graphics card simultaneously, and any reassignment of them will change the state of graphics card, requiring synchronization/more cpu usage. In general, it is more efficient to use a small amount of big textures, than it is to use many small textures(see texture atlases)
  4. Hello fellow developers, I want to create a new mod, that would interact with other forge mods(e.g. Thaumcraft) by means of present open APIs. I also want to be able to run/debug my mod directly from an IDE(i use Eclipse). That's where i run into some problems. Obviously i cannot use obfuscated archives of other mods in Forge's standard minecraft environment(as i understand, the minecraft's jars in Forge are deobfuscated by MCP). I also obviously have no access to other mod's sources(Thaumcraft is closed source mod). As i see it now, there are 2 possible ways: 1. De-compile the 3rd party mods with MCP, change the minecraft names to deobfuscated ones, compile it back again, and put resulting zip/jars into /forge/mcp/jars/mods 2. Change the eclipse environment so that, after pressing the run button, it automatically compiles and obfuscates my sources, creates an archive, puts it in external minecraft's mod folder, and runs that minecraft instance. Obviously, this is worse because of additional overhead/inability to debug obfuscated sources. It seems to me, there must be a standard approach to this, i just cant find it yet.
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