Search found 17 matches

by ryvnf_
Mon Oct 29, 2018 20:10
Forum: Mod Releases
Topic: [Mod] Explosions TNT [explosions_tnt]
Replies: 2
Views: 836

Re: [Mod] Explosions TNT [explosions_tnt]

I get the following error when I've installed the two masters (explosions & explosions_tnt): 2018-10-29 17:18:59: ERROR[Main]: ModError: Failed to load and run script from /home/runs/.minetest/mods/explosions_tnt/init.lua: 2018-10-29 17:18:59: ERROR[Main]: /home/runs/.minetest/mods/explosions_t...
by ryvnf_
Mon Oct 29, 2018 19:48
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Raycasted Explosions API/library [explosions]

Consider calculating blast resistances when possible, based on node groups like choppy etc. Maybe take a look at KGM's tnta mod for that. Great work on the API ! That is a good idea. Removes a lot of manual work defining blast resistance for nodes. I have implemented that now. It is still possible ...
by ryvnf_
Mon Oct 29, 2018 08:10
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Raycasted Explosions API/library [explosions]

LMD wrote:Consider calculating blast resistances when possible, based on node groups like choppy etc.
Maybe take a look at KGM's tnta mod for that.
Great work on the API !
That is a good idea. Removes a lot of manual work defining blast resistance for nodes.
by ryvnf_
Sun Oct 28, 2018 19:43
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Raycasted Explosions API/library [explosions]

When designing this, I experimented and came up with a new algorithm. I wanted the implementation to have 3 properties: (1) Efficient - should work for large explosions, even on older hardware (2) Stackable - the total environment destruction should be proportional to the number of TNT's in the expl...
by ryvnf_
Sun Oct 28, 2018 14:55
Forum: Mod Releases
Topic: [Mod] Explosions TNT [explosions_tnt]
Replies: 2
Views: 836

[Mod] Explosions TNT [explosions_tnt]

https://forum.minetest.net/download/file.php?mode=view&id=17090&sid=a762e227d2de4be5798c579ef2e5a2b2 This mod uses the Raycasted Explosions API mod . It is used to showcase what the API can do, and the source-code can be used as a resource of documentation on how to use the API. This mods a...
by ryvnf_
Thu Oct 18, 2018 22:00
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

I have added the TNT-mod to test this API. It implements 3 different TNT types: TNT, C4 and NUKE. Which are TNTs of different blast strengths. https://gitlab.com/ryvnf/explosions_tnt I will make a mod release about it and this API later when I have time. Probably including some video showcasing the ...
by ryvnf_
Wed Oct 10, 2018 19:41
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

As I have implemented the algorithm, it is very hard to add any kind of randomness to the ray strength. This is because multiple rays will go through a single node, and for each ray it will check if it can penetrate the node. This means that off all rays, it is the ray with the most strength that wi...
by ryvnf_
Tue Oct 09, 2018 18:09
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

This looks interesting. For your interest, I currently use perlin noise to calculate explosion holes, here's an example: https://forum.minetest.net/download/file.php?mode=view&id=16854&sid=03f96b1825a685f8b7e257fb9962a604 There's the code: https://github.com/HybridDog/vector_extras/blob/8d7...
by ryvnf_
Tue Oct 09, 2018 18:03
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

For entity damage couldn't you calculate a non-sampled approximation based on entity size and distance from the explosion? Then you wouldn:'t have to add more rays, most of which won't be hitting any entities. Entity damage is proportional to the strength of the ray which hits the entity. The stren...
by ryvnf_
Tue Oct 09, 2018 18:02
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

Hello! I'm sorry I haven't made a TNT test mod public, to show you what the API can do. I just happened to get a lot on my hands right now. I promise I will release a showcase TNT-mod for the API soon. The release version is up in case anyone wants to test it by creating their own mod. Otherwise you...
by ryvnf_
Sat Sep 22, 2018 16:44
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

I have now decided to release the mod :D The release version is in the gitlab-repo. I have worked quite a lot on it the last month. Most of it has been experimentation with various ways to update each ray depending on the blast resistance. The hard thing has been to make the explosions somewhat real...
by ryvnf_
Thu Aug 23, 2018 19:54
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

I am currently working on entity damage and knockback. This requires doubling the raycast radius (if one wants damage to be twice the radius), which makes everything around 16x slower, if one wants the damage to be consistent around the radius of the explosion. (otherwise there will be special "...
by ryvnf_
Thu Aug 23, 2018 19:53
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

Awesome! Great idea! From the video it looks like the blocks are just moved, could it be possible to have the blocks not just moved but made ready to pickup/vacuum? Yes! I think I should explain what happens. The mod defines two types of node callbacks. One callback `on_blast_break' gets called whe...
by ryvnf_
Tue Aug 21, 2018 17:20
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

This is very impressive looking! How well does it perform on a bigger explosion? Are you using the engine's raycast API? I read about it and I assume you are talking about the `Raycast` or `minetest.raycast` function. I have tested the API function, and it has a quite major problem for being usable...
by ryvnf_
Sat Aug 18, 2018 19:30
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

This is very impressive looking! How well does it perform on a bigger explosion? Are you using the engine's raycast API? Thanks! It does not use any raycast API. Everything is written in Lua. Is there an API available implemented engine-side usable by mods? That might be a way to increase the perfo...
by ryvnf_
Fri Aug 17, 2018 12:13
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

Re: [Mod] Ray-traced explosion library/API [explosions]

Is the TNT test mod available anywhere, for quick testing of this library? I haven't made it public yet. I have a few more things I want to add to it. I want it to be both a mod showcasing the API with different TNT:s of different strengths and shaped charges. It should also serve as a reference mo...
by ryvnf_
Wed Aug 15, 2018 22:51
Forum: Mod Releases
Topic: [Mod] Raycasted Explosions API/library [explosions]
Replies: 30
Views: 4251

[Mod] Raycasted Explosions API/library [explosions]

Raycasted Explosions API Ray-tracing can be used to simulate explosions in voxel games like Minetest. The biggest advantage of using it is the ability to make different materials have different blast resistance. I have been working on an API to create ray-traced explosions in Minetest. This mod is ...