Thread: Hestia

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  1. #21  
    Discord Johnyblob22#7757


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    Quote Originally Posted by Greg View Post
    12/11/2018 - Github & open-source:
    I decided the project was at a minimum functioning point where people could start to read over the code so I've split it up into repositories and started to write a wiki to compliment. Eventually the wiki will contain pages on sepcific systems and usages as well as how to create and implement plugins. But for now it just contains a getting started guide, layout & roadmap for future progress. Haven't added a whole lot of new code recently, just refining and improving the current systems, did add bot's though, which with ecs is trivially easy, just a player without networking.
    You can find the project here on github
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    A rough roadmap for what's in-store
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    looking good man
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  2. #22  
    Registered Member Gorvek's Avatar
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    One of the higher quality projects there really has ever existed that actually gives decent information and planning.
    Keep this going, hopefully one day can see pvm relations, etc..

    Video tutorials for beginners to add content would be an interesting idea, give more reason for people to pick this up and use it rather than look and get lost mid way through. Just a thought is all (when it's more completed)
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  4. #23  
    Discord Johnyblob22#7757


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    Quote Originally Posted by Gorvek View Post
    One of the higher quality projects there really has ever existed that actually gives decent information and planning.
    Keep this going, hopefully one day can see pvm relations, etc..

    Video tutorials for beginners to add content would be an interesting idea, give more reason for people to pick this up and use it rather than look and get lost mid way through. Just a thought is all (when it's more completed)
    i agree, this project is very interesting and is what every project should strive to be on here. Very well done greg loving your work man.
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  5. #24  
    Skotos Founder


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    Good luck!
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  6. #25  
    Hestia



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    what on earth is that

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  7. #26  
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    Quote Originally Posted by Scu11 View Post
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    what on earth is that
    Haha that is an Aspect. It's essentially a filter for components.

    So what it means: Run this class for every entity which has a position (x,y,z), is mobile (can move), has a queue of steps (data to work with), has a next step (so is moving) and is running.
    As it's an iterating system it'll loop every tick for all entities which meet those condition (aka all entities which are running)

    The benefit of doing it this way is the system doesn't care if the entity is a player, mob, bot or a running object it'll handle running the same and all in one place.

    I use the term entity lightly as in entity component systems there "aren't" any entities, entities are just an index.
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  8. #27  
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    This looks great, I'll be following it more especially since you put it up on GitHub. Need more projects like this. Cheers
    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

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  9. #28  
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    18/11/2018 - Updating & Viewports:
    Updating taking a little longer than I expected, made sure all of the player & mob masks are working, except a few I didn't understand, but seems like nobody else knows what they are either so can't be anything that useful . Created a guide on the wiki on how to modify a deob so that you can have multiple worlds running on the same pc & toggle lobby (Required for using the login-server). Added a basic view distance system to allow for mass spawning of bots & mobs. It'll need improving once I have the foundations down for regions.

    A mob & bot looping through all of their own masks
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    Lots of bots
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  10. #29  
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    21/11/2018 - View distances:
    This one took a while, it's a rather minor and rarely noticeable feature but as I'm doing it properly I might as well do it all properly. Added a view distance system; which adapts to the maximum number of mobs and players within range. This is nothing new, Apollo does this, however what Apollo doesn't handle correctly is overflow if a max entity count in a viewport was hit, it would leave the last few entities flickering in and out. This system however keeps things acting as they did in rs, views prioratise keeping the viewport square over displaying the maximum number of entities possible. Also made some improvements to player updating, and the entity chunking system. See the changes

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    The mobs/players arent's moving, the whole region is covered with entities, it just displays the ones closest to my player. (Set at 144 here, would normally be 255)
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  11. #30  
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    15/12/2018 - Regions, API & Plugins:
    Slightly behind my schedule but I'll catch up over the holidays.
    Static & dynamic regions
    Complete client support, region/chunk change detection, super easy to use region builder for creating dynamic regions; it automatically handles dynamic region activation & deactivation, supports rotating any number of chunks and of course fully clipped too.
    Plugins
    Cleaned out any unnecessary dependencies between plugins and generally improved all plugins, a basic API formed out of loosening the plugin dependencies (dependency graph) so things are now much easier to understand and you can easily disable a plugin without it breaking everything else.

    See the complete change list

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    A dynamic region with two 1x2 chunk areas rotated
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