I wonder if you can make 3d sprites like then you have mobs in Minecraft!
what about slabs like half blocks
the player is static, also it needs to be updated a bit (@woofwoof thanks for thinking of enums! (I know how to use them from looking at mixer.ts or some sound related file))
currently everything in the player class is static, so it doesn’t need to be created. the only issue that I can see right now is the getters and setters. In the next update it will become a namespace again, and will hopefully fix the getters and setters.
hey I noticed that the blocks have .player= if you have function name like this
//%block
export function .player=(...): void {
}
you can have a = on the block command like this
//%block="Set $voxelengine player $xy to $n"
export function .player=(...): void {
}
which lets you add spaces I just thought it was not supposed to be like “.player=” but if it is suppsed to be like that nevermind
I will finish meeting then actually work right, then create a project with a small example of it
maybe in the future!
yes but what I made looks coloor to me
I don’t, I think it’s makecode being weird with getters/setters
first example!! https://arcade.makecode.com/S17056-69251-90166-49747
bleghghhg its so tiring making an extension…
anyways, if anybody finds a bug, or wants something added, please say! I cannot think of everything everybody wants so actually do!
also if youre in javascript the extenion should be named “arcade-voxel-engine - Copy” (idk why) and the version is 9943da6 (@richard now im interested in the hex values…)
@WoofWoof the blocks are breaking and i dont know why
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function cast<T>(v: any): T {
return v as T
}
is there a way to turn this into a block, or do something like it as a block? @richard
nope!
you can add blocks for individual types, for example:
//% block="$a as sprite"
function castToSprite(a: any): Sprite {
return a
}
but generics and type arguments are not supported in blocks and probably never will be
it’s not an issue with they work, but it’s more about the //% things
HOW??? HELPPPPPP.
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@richard , i am still trying to add more stuff to my voxel engine, and it has been lagging recently (~12 FPS). I’ve been noticing that purposefully making it lag actually makes it get faster (~50 FPS). Why does this happen, and is it possible to “set it up” before the user actually starts playing, like part of the init function?
i’m not sure what you mean by purposefully making it lag?
what do you mean by that also you could just try to render what is only in view if that’s possible
might send a video later, but also, is there anything specific that makecode is faster with? it’s hard to explain exactly what i mean, but an example is that hex buffers are faster than number arrays. Another example is Math.min vs |0, or if/else vs switch, if/else vs ?/:, and other things like that. I also know that objects make it slower (if I’m wrong plz tell me).

