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Re: Post your screenshots!

PostPosted: Mon Jan 07, 2019 20:29
by Chibi ghost
A lesser spotted tree cow
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Re: Post your screenshots!

PostPosted: Mon Jan 07, 2019 21:04
by SB66
Chibi ghost wrote:A lesser spotted tree cow
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must be a Cowcownut ...... tasteful (fruit)flesh, contains also milk

Re: Post your screenshots!

PostPosted: Tue Jan 08, 2019 19:42
by voxelproof
Outstanding ice formations

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Re: Post your screenshots!

PostPosted: Tue Jan 08, 2019 20:53
by SB66
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these sort of caves (with cave realm) are quite rare. mostly I found the "normal" ones

Re: Post your screenshots!

PostPosted: Fri Jan 11, 2019 03:39
by Pudding
Stumbled upon an old image of a face I built on mm-s before the server was shut down.

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Re: Post your screenshots!

PostPosted: Sat Jan 12, 2019 17:50
by Hybrid Dog
voxelproof wrote:Image

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Re: Post your screenshots!

PostPosted: Sat Jan 12, 2019 18:13
by voxelproof
Hybrid Dog wrote:Image


Very good! Still lookin' for the summer --

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-- however at the moment I'm more engaged in this:

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Re: Post your screenshots!

PostPosted: Sun Jan 13, 2019 14:16
by Hybrid Dog
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Re: Post your screenshots!

PostPosted: Sun Jan 13, 2019 17:37
by voxelproof
Hybrid Dog wrote:Image


This overhaul seems to have been a little precipitous.

Re: Post your screenshots!

PostPosted: Wed Jan 16, 2019 05:09
by sorcerykid
My new A* pathfinder algorithm for Minetest, is now in alpha testing. It handles 3D terrain mapping, converting all walkable surfaces into 2D "hint" maps, then compresses and caches those results into per-mapblock node-graphs for lightning fast lookups. The pathfinder supports numerous search options too; e.g. jumping, dropping, falling, ducking, cutting corners, opening doors, climbing ladders.

You can see in this example, the pathfinder produced a route from point A at elevation Y=2 through a room, down a step to elevation Y=1, then through another room and courtyard, and then back up a step to elevation Y=2 to reach B.

Processing time: 0.001 seconds

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Re: Post your screenshots!

PostPosted: Wed Jan 16, 2019 09:13
by jas
There's some super impressive shots on this page. I'm a little hesitant to post mine.

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I call it: Something That I Can Never Have

Re: Post your screenshots!

PostPosted: Wed Jan 16, 2019 11:53
by wziard
sorcerykid wrote:My new A* pathfinder algorithm for Minetest[/img]

Interesting. Is this in the core engine? Or in lua? or an external utility?

Re: Post your screenshots!

PostPosted: Wed Jan 16, 2019 16:35
by sorcerykid
This actually has no relationship to the core pathfinder. It's a WIP mod that I developed for use with mobs and NPCs. This new pathfinder will also integrate with my Avatars mod (which is an upcoming AI framework for Minetest that aims to support lifelike sensory-based decision making systems).

Re: Post your screenshots!

PostPosted: Wed Jan 16, 2019 17:46
by Hybrid Dog
voxelproof wrote:This overhaul seems to have been a little precipitous.

It still is an overhaul, the current algorithm generates the rooms within one big cuboid.
https://github.com/HybridDog/recdiv/blo ... r/init.lua
By extending it with staircases, hallways, some fixed door positions, windows, lighting, a roof, more nodes, patterns, and more, it probably could generate neat looking houses.

Re: Post your screenshots!

PostPosted: Wed Jan 16, 2019 20:54
by voxelproof
Hybrid Dog wrote:
voxelproof wrote:This overhaul seems to have been a little precipitous.

It still is an overhaul, the current algorithm generates the rooms within one big cuboid.
https://github.com/HybridDog/recdiv/blo ... r/init.lua
By extending it with staircases, hallways, some fixed door positions, windows, lighting, a roof, more nodes, patterns, and more, it probably could generate neat looking houses.


Interesting. However I prefer hand-made dwellings:

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New York, New York!

https://www.youtube.com/watch?v=EUrUfJW1JGk

Re: Post your screenshots!

PostPosted: Thu Jan 17, 2019 00:19
by Inocudom
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I guess Minetest can run on a toaster after all.

Re: Post your screenshots!

PostPosted: Thu Jan 17, 2019 14:28
by firefox
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public farm in the Hidden Ninja Village on Xanadu.
the top roof is made of glass, so it doesn't cast a shadow on the crops.

Re: Post your screenshots!

PostPosted: Fri Jan 18, 2019 09:40
by voxelproof
firefox wrote:public farm in the Hidden Ninja Village on Xanadu.
the top roof is made of glass, so it doesn't cast a shadow on the crops.


Your construction looks very nicely. You achieved quite professional effect especially given these difficult curved shapes of Chinese-style architecture. Maybe some larger project in the future? If surroundings were more natural and well chosen, the same building would look yet much more pleasurably.

__________________________________________________________________________

Valleys not tweaked, picture not edited (except resizing), tp Sunny.

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I'd like to release the tp this year as soon as I've completed plant mods.

Re: Post your screenshots!

PostPosted: Fri Jan 18, 2019 16:48
by Hybrid Dog
The coloured thing is a nametag.
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Re: Post your screenshots!

PostPosted: Fri Jan 18, 2019 19:29
by sorcerykid
Wow, we just reached a new milestone on JT2. Over 5000 player sessions Wednesday, only minutes before the daily restart.

Yet through all the chaos of 60+ players (most noobs at spawn), average lag remained rocksteady at 0.1 seconds.

Congrats to Damrell836 on bringing us up to 5000! That's definitely a new record for us :D

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Re: Post your screenshots!

PostPosted: Fri Jan 18, 2019 23:13
by Sokomine
sorcerykid wrote:My new A* pathfinder algorithm for Minetest, is now in alpha testing. It handles 3D terrain mapping, converting all walkable surfaces into 2D "hint" maps, then compresses and caches those results into per-mapblock node-graphs for lightning fast lookups. The pathfinder supports numerous search options too; e.g. jumping, dropping, falling, ducking, cutting corners, opening doors, climbing ladders.

That's quite impressive. I'm still looking for a way for teaching mobs how to handle ladder-like nodes (climbing up and down). Eventually, builder-NPC like in towntest ought to complete the following:
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Though perhaps there's not so much pathfinding involved. Once the mob has arrived at its workplace, it might just look for the two special nodes it's going to be responsible for - and move into their vicinity, calling a function inside the node (scaffolding or dig-here-indicator), with the node doing the rest. Occasional trips to the build chest might improve immersion.

Re: Post your screenshots!

PostPosted: Sat Jan 19, 2019 04:26
by Pokecat
My little garden full of mellons.

Empire Voxel Building

PostPosted: Sat Jan 19, 2019 11:03
by voxelproof
Today comes truly historic moment. I am proud to announce that the work on Empire Voxel Building is nearing its glorious culmination and I hope that if no catastrophic event prevents it, the map will be downloadable in a few weeks time.

The structure is 1330 nodes high. I've set a new standard of architectural voxel models making it in a scale 1 node = 1 foot which requires much more attention to details and allows more of them to be included in the creation, making its look much richer and aesthetically refined.

This is probably the largest model of a single, distinctive real building ever created in open-world voxel games.

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viewtopic.php?p=341246#p341246

Re: Post your screenshots!

PostPosted: Sat Jan 19, 2019 13:41
by bosapara
testing a new mod for skyblock, infecting a tree with a worm

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Re: Post your screenshots!

PostPosted: Sat Jan 19, 2019 15:14
by Hybrid Dog
I think that shaders should add brightness to the textures.
brighter (1.1):
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default (1.0), probably too dark:
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probably too bright (1.3):
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Note that it's bright day light and show should be very bright