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[1.7.10] Custom mob rubberband effect ... rules of thumbs?


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Posted

Hi guys,

 

I am currently working on a complex water mobs project, which goes pretty good so far. I will link it here so you guys will know I am quite serious about it.

 

 

 

At this point, my AI is top notch ... the performance is very good and I am in the last stage of testing. We do not see most of the issues in the video but I am still suffering from rough rendering ... and mostly the infamous rubber band effect ...where the mobs teleports of few blocks from time to time.

 

I looked at the minecraft mobs code, but what I hate about them is that not two of them are coded the same way. So here is a very simple question:

 

Someone could point me out a very smoothly rendered mob that he did so I could use it as a reference? I looked at all basic tutorial on the net and I am passed that point. There are nothing really advanced out there. I am mostly having issues with the pitch and the mobs "rubberbanding". Anyone helpful enough to point me at a Github mobs or something?

 

I am far in my project, I am mostly looking for a rendering guru that could help me out here. I would like some kind of mentor that would exchange with me. As you will see in my video, I am not in the first step. I am software developer, but rendering is not my boat. Really need help here...

Posted

Well there's a lot of potential causes for entity rubber banding.

 

There's a certain function in the entity class (Sorry can't remember the name) that when it's called it takes in a Boolean that every couple ticks will forcibly change the entity position to values sent by the server. The boat class overrides this and uses a terrible solution which basically averages the differences and changes the position over 5 ticks. If that function is the problem then you'll have to override or and replace it with your own smoothing algorithm.

 

Another cause could be your ai is telling the fish to go to different locations on the client than what its determining on the server. The function I mentioned earlier will force an entities position if the difference in distance is too large.

 

There's quite a few potential causes for rubber banding, mind posting some code?

"you seem to be THE best modder I've seen imo."

~spynathan

 

ლ(́◉◞౪◟◉‵ლ

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