Calculating the corner pos takes literally 2 lines (or 6 if you count the for-loop).
And whenever the orientation changes, all derived data (rotMat, cornerPos etc) automatically updates. No desyncs! Just with minor overhead.
Calculating the corner pos takes literally 2 lines (or 6 if you count the for-loop).
And whenever the orientation changes, all derived data (rotMat, cornerPos etc) automatically updates. No desyncs! Just with minor overhead.
I'm not abandoning the datapack!
I'm not abandoning the datapack!
(The mod is in the "floating-point-reference" branch, the datapack will be in the "main" branch)
(The mod is in the "floating-point-reference" branch, the datapack will be in the "main" branch)
Rest assured though: I'll pick up fast from there.
I already formulated a rough pseudocode for "Face culling".
(6/6)
Rest assured though: I'll pick up fast from there.
I already formulated a rough pseudocode for "Face culling".
(6/6)
(5/6)
(5/6)
(4/6)
(4/6)
(3/6)
(3/6)
(2/6)
(2/6)
(4/4)
(4/4)
- Test formulas & approaches more easily (less datapack maths pain)
- If my approach jitters even at full floating point range, I gotta change my formulas
- I can compare the datapack's calculated values directly with the perfect-accuracy values from the mod
(3/4)
- Test formulas & approaches more easily (less datapack maths pain)
- If my approach jitters even at full floating point range, I gotta change my formulas
- I can compare the datapack's calculated values directly with the perfect-accuracy values from the mod
(3/4)
(2/4)
(2/4)
And if you bought 3D Allstars mostly to have a definitive Switch version for SMG, you have to buy it again for the same console for minor improvements and Switch 2 4K...
And if you bought 3D Allstars mostly to have a definitive Switch version for SMG, you have to buy it again for the same console for minor improvements and Switch 2 4K...