I thought you added a pretend 20 likes on the side.
wait I could actually make Minecraft with this. like using the world blocks. I’ll work on that.
meowbit 3.5 seconds p/frame. is that good? https://arcade.makecode.com/S93733-65046-97161-70561
I’m glad someone found a use for the heightmaps. Is there anything else planned for the extension?
… You mean 0.29 FPS? No, that’s not very good
I’ll try it on mine!
Oh great addition, I totally agree, a distance shading color ramp would add a lot!
YAAYAYYAYAYAYAYAYYA! I’m so happy!
How? This is all I’ve ever dreamed of! I can finally finish that one dungeon!
I absolutely love the comments and notes on the engine, so thank you so much – truly.
Some updates have been pushed out; they might take a while to refresh for projects that already have U3D:
Changes from v0.4.0 - v0.4.7
New blocks:
setSkyColor(as @Rune mentioned)pauseEngine/resumeEngine/stopEnginesetRenderDistancewithRenderDistanceenumsetFOV/getCameraAnglesetMoveSpeed/getMoveSpeedsetCameraMovementsetTileColor/getTileColor/resetTileColor/resetAllTileColors(on runtime)
Other fixes:
getTileHeightunit fix- A/B buttons freed from engine
Comments
A: Yes, there is a way to adjust the floor texture, use the floor parameter in setMaps():
U3D.setMaps(
heightmap, // Image — pixel brightness = terrain height
colormap, // Image — pixel color = tile color, transparent = hole/lava
floor, // <------- Image — 16×16 texture shown on transparent tiles (lava, water, void)
tilemap, // TileMapData — walls and wall textures
// custom shader is optional
)
There’s no way to change the floor texture while the engine is running; floor textures are cached at startup. I’ll add this in a future update.
A: Sadly, yeah. I think this is just a hard-coded limitation at the moment. It looks great when you look at the sides of elevated terrain, but not when the terrain is at ground level, since you get the dark top faces as the floor. I’m considering some changes or adjustments to this system, but open to suggestions!
A: One hundred percent, yes. There’s something similar with setRenderDistance, and color-mapped walls with no textures have no distance shading for performance reasons. But being able to adjust the shading distance and intensity is something I overlooked, should be really easy to implement tho.
A: I’ve thought the same thing! My best solution would be another external tool that you can use to overlay or edit both maps at once, and lets you export the code for the maps. But there are strict rules on what external sites and links are allowed on the forums (if any, I know from experience). I’ll see if I can make a solution beyond that, but it’s something I’m prioritizing.
@happyhappyhappy Can you please elaborate? I would love to learn more.
This exists already, kinda? Distance shading uses the shader parameter in setMaps(); adjusting this will directly affect distance shading. The downside? It affects everything else that is shaded. A dedicated color ramp for walls is a nice thing to add, though.
If this is the case, I would recommend a lower render distance using setRenderDistance(U3D.RenderDistance.Low). But this is a little bit alarming, ngl.
NOPE LMAO. This is something that I need to fix, but it was a bit difficult so I pushed it to after the launch.
A few more notes:
- For whatever reason, the world is flipped in game. Something that you put to the right becomes to the left.
- It would be nice if there was a way to turn off the vertical line shading that happens on certain faces of walls. Sometimes its a nice effect, but being able to change everything is always better.
- Unless I’m not understanding the camera movement blocks, some individual blocks to change camera angle and turn speed would be nice. I want to make a system that turns the camera with the mouse instead of the keys.
- Now, this one may be impossible, but it would be really cool if you made the renderer a sprite in a way that could be used with the multiplayer different screens extension or whatever its called. My dreams of making an arena shooter could finally be realized!
- Billboards appear as a black silhouette sometimes???
- It would be nice to have set and get blocks for billboard X, Y, Z etc.
Thank you to @Rune and everyone else who’s given feedback and requests to me for U3D! I’m working hard on the next major update to ensure U3D is efficient, functional, and intuitive.
That’s so cool where can I start doing that
If only my tiny pea sized food filled brain would understand how to use this ![]()
There is an extension at the top, if you copy and paste the extension link from GitHub it has blocks of the U3D Engine to build with! Isn’t that awesome?!
This is really cool but is there a way to make the tile scaling smaller since each tile seems huge
Maybe just maybe we could have this begin plus with the passwords extension with console logging to save a password maybe just maybe
Is their any tutorials or tips I should learn from
Uh… no, but you can contact @Unique in a post for him to explain how it works.
