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Nimi

Retired Mine-imator Developer
  • Posts

    2576
  • Joined

  • Days Won

    54
  • Posts

    2576
  • Joined

  • Days Won

    54

Everything posted by Nimi

  1. In terms of the new rendering features(Global illumination, volumetric fog, etc.), their performance impact will mainly rely on your GPU. There's also a system in place to improve the quality of these effects while also helping with performance by rendering these effects overtime. x64 support will only help when it comes to crashes with high memory usage and won't increase performance. I have yet to get this working. As for multi-threading, not everything can be multi-threaded, it's usually used to help split up large tasks and can't tackle general performance. Probably won't be added unless YoYoGames (The creators behind the engine Mine-imator uses.) adds it natively to to their engine.
  2. Hello everyone! It's been a while since the last dev update, and I'm sure you have questions about the update and what's taking so long, so let's start with answering that. What's taking so long? In the previous dev update, I mentioned that I was working on "Inventory", the new UI for Mine-imator. This ended up taking a while to finish and pushing back when I planned to start on optimizations for rendering. I've since finished optimizations and now wrapping up any final graphical features for the update. A change of plans As many of you know, the "Caves & Cliffs" update for Minecraft has been split into two parts. This delay in the second half of the update will give me more time to further refine the update and improve areas where the program lacks, like animation. This of course will result in a delay of the update into next year, Mine-imator's 10th anniversary. The Anniversary Update With this new delay for the update going into Spring 2022, I've decided to rebrand the next major update from "Mine-imator 1.3" to "Mine-imator 2.0: The Anniversary Update". With overhauls to graphics, UI, and eventually animation (?), both david and I believe this update is deserving of the 2.0 title. I can't say for sure what new features will be coming in the next coming months for the update, but I'm sure the update will be worth the wait. W.I.P. feature gallery It would be pretty cruel to end the update with nothing to show, especially with how long its been since the last dev update. So here's some early previews of what's in store. Do note that things are still subject to change in development and the following may/may not be final. ? That about wraps this dev update up, I doubt anyone was hoping for a delay on the update, but I hope these exciting announcements offer plenty of hype for what's still to come!
  3. The ID for the block changed in Minecraft 1.17. Mine-imator now looks for the new ID and will not recognize old path blocks unless updated to the new ID through Minecraft 1.17.
  4. The installer doesn't have malware, the only anti-virus (out of 67 on the site) that detected malware was SecureAge APEX, which is known for false positives.
  5. Yes, though not all bugfixes in 1.3.0 will be backported for 1.2.8. *Mainly* things related to supporting 1.17.
  6. Mine-imator 1.3.0 will have this, the update will add a lot of the 'quality of life' features that Modelbench currently has.
  7. Previously 1.3.0 was planned for late summer to be released along side Minecraft's Caves & Cliffs update, however with the bigger and more technical side of the update being delayed, 1.3.0 will be delayed as well, I don't know the new ETA for the update as of right now.
  8. Mine-imator 1.3.0 will have a much faster startup, here's a comparison I made last summer;
  9. This can't be done with the game engine Mine-imator uses. Once the 'close' button is pressed, an event is triggered in the engine that allows me to execute any code Mine-imator needs to before it closes itself.
  10. I've spent the past 3-4 years researching techniques for graphics rendering.(Non-realistic effects like specular highlights and "glowing" objects, realistic rendering via PBR...) Never got around to applying what I've learned until now for 1.3.0; partly due to being new to shaders for the longest time. The camera effects added in the 1.2.x updates was really me 'testing the waters' to see if I was ready to take on the big effects like Global Illumination, volumetric effects, etc..
  11. Not me cause I'm too busy making Mine-imator look like real life. ?
  12. Yes, I'll announce something regarding it in a future dev update.
  13. Try deleting everything in this folder: C:\Users\[Username]\AppData\Roaming\Mine_imator
  14. Make sure "Overlays" are enabled, and the grid setting is enabled in the overlays dropdown.
  15. Not sure, frustum culling is a pretty straightforward optimization. Not sure if occlusion mapping requires rendering techniques I don't have access to through the engine.
  16. This error is coming from the engine Mine-imator uses.(GameMaker Studio 2) There's nothing I can do with Mine-imator to fix this as this is likely a graphical issue stemming from possibly outdated drivers. I don't have much advice outside of asking to update your graphics drivers and see if it fixes the issue.
  17. I could, but the update is still *far* from done, and is planned for late Summer regardless.
  18. 1.3 (or its pre-releases) are planned after Minecraft 1.17 releases, ETA is sometime in August or September.
  19. In 1.3, light sources will have a new "size" setting to determine how wide/blurred their shadows are.
  20. The world importer is a separate program from Mine-imator and doesn't use GameMaker Studio. All you'll need to edit the files is Visual Studio (which is free), code can be downloaded from here; https://github.com/stuffbydavid/Mine-imator-world-importer Support for the new default world size will come in 1.3 in late summer after Minecraft 1.17 is out. This way, 1.17 is done with experimental changes and I can make program changes accordingly to the final release.
  21. MatCap is just applying circular texture to a mesh based on its shape. Doesn't look good at all on flat surfaces, as they surface only faces one direction. (Which'll result in only one color from the MatCap texture being used.)
  22. I'm aware of this issue, however I won't be fixing it as most tooltips will be removed in 1.3 as most settings are self explanatory.
  23. Early releases of 1.3.0 won't be out till late Summer.
  24. Not a bug, blocky bending only supports "limbs", which are body parts that only bend one way and don't have a custom bend size.
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