SilicatYT

@silicatyt.bsky.social

Professional Minecraft Datapack Maker | BotW and Mario Maker 2 Glitch Hunter | Glitch Showcaser on YouTube | Maker ID: GF1-BD7-YWG | He/Him

[Physics Engine Update | Datapack] A hitbox now spawns where you look (OBB intersection). The full 64 block entity interaction range attribute is supported. Sadly, I didn't manage to make the teleportation as snappy as last time (idk why), so some hits might miss at the moment.

SilicatYT@silicatyt.bsky.social · 3w ago

[Physics Engine Update | Datapack] Added line of sight intersection checks for the AABB. Supports entity_interaction_range from 0 to 64 (full range). Took a hot minute because of some setup that was necessary, and some bugs that appeared.

[Physics Engine Update | Datapack] Added line of sight intersection checks for the AABB. Supports entity_interaction_range from 0 to 64 (full range). Took a hot minute because of some setup that was necessary, and some bugs that appeared.

SilicatYT@silicatyt.bsky.social · 3w ago

[Physics Engine Update | Datapack] Finished integration: - Position updates - Orientation updates - Several calculations for later (AABB, half extent axis projections, inertia) - "apply_force" and "apply_torque" Everything compatible with custom delta_time settings

[Physics Engine Update | Datapack] Finished integration: - Position updates - Orientation updates - Several calculations for later (AABB, half extent axis projections, inertia) - "apply_force" and "apply_torque" Everything compatible with custom delta_time settings

SilicatYT@silicatyt.bsky.social · 4w ago

[Physics Engine Update | Datapack] You can now set inverse_mass, orientation & scale. Orientation gets converted to the rotation matrix. Some calculations for integration are done, too. Figuring out scaling factors for storing values wasn't easy.

New song idea, lightly references "Castle Town Funk" (piano) & the hollow knight motif (slow strings). The short strings remind me of Tears of the Kingdom (Title theme) a bit.

[Physics Engine Update | Datapack] You can now set inverse_mass, orientation & scale. Orientation gets converted to the rotation matrix. Some calculations for integration are done, too. Figuring out scaling factors for storing values wasn't easy.

SilicatYT@silicatyt.bsky.social · last mo.

[Physics Engine Update | Datapack] Started developing the datapack. Because number providers currently don't have division or subtraction (well, subtraction can be done by multiplying by -1 and adding, but that's slow), I decided to start with the settings menu.

[Physics Engine Update | Fabric Mod] Okay, this is insane. Apparently my tick order wasn't optimal, so I moved "apply velocities" to later in the tick, after resolution. Instantly, the engine became MUCH more stable. This is STILL with only 20 iterations per tick.

SilicatYT@silicatyt.bsky.social · last mo.

[Physics Engine Update | Fabric Mod] Fixed the bug mentioned in the previous post. The issue was that I applied an offset too late in a calculation chain, missing that I calculated a position difference earlier where it wasn't accounted for. This was the last obvious bug so far.

[Physics Engine Update | Fabric Mod] Fixed the bug mentioned in the previous post. The issue was that I applied an offset too late in a calculation chain, missing that I calculated a position difference earlier where it wasn't accounted for. This was the last obvious bug so far.

SilicatYT@silicatyt.bsky.social · last mo.

[Physics Engine Update | Fabric Mod] Fixed the bug seen in the previous clip. A simple sign error. There is still at least one more bug I'm aware of, but it's very stable now. This is just 20 resolver iterations per tick, no sleeping system implemented yet.

[Physics Engine Update | Fabric Mod] Fixed the bug seen in the previous clip. A simple sign error. There is still at least one more bug I'm aware of, but it's very stable now. This is just 20 resolver iterations per tick, no sleeping system implemented yet.

SilicatYT@silicatyt.bsky.social · last mo.

[Physics Engine Update | Fabric Mod] Found the issue (explained in the comments). This new approach is MUCH more stable. To be fair, I increased the number of iterations to 200 here, but even at 20, it's much better than before. But there are still some bugs (maybe you noticed)

[Physics Engine Update | Fabric Mod] Found the issue (explained in the comments). This new approach is MUCH more stable. To be fair, I increased the number of iterations to 200 here, but even at 20, it's much better than before. But there are still some bugs (maybe you noticed)

SilicatYT@silicatyt.bsky.social · last mo.

[Physics Engine Update | Fabric Mod] Rewriting the mod, replaced contact generation completely (Now uses Sutherland-Hodgman clipping) I'm incredibly curious to see if it's more stable, but it's bugged rn. Flat objects just fall through each other lmao

[Physics Engine Update | Fabric Mod] Rewriting the mod, replaced contact generation completely (Now uses Sutherland-Hodgman clipping) I'm incredibly curious to see if it's more stable, but it's bugged rn. Flat objects just fall through each other lmao

SilicatYT@silicatyt.bsky.social · 5mo ago

[Physics Engine Update | Fabric Mod] - Added split-impulse penetration resolution (Basically just less jitter than before) - Added edge-edge contacts - Multiple contacts per tick are possible now (Flat bounce after falling) Stacks are incredibly unstable right now, though...

It would absolutely rock if I eventually finish my physics engine datapack (burnout sucks, but I'm filled with the power of determination), and the video will have my own music in the background. That would be nice. But I need more finished tracks lol, and they don't all fit.

Very early test for a melody. Repetitive (1st and 2nd half are two different versions of the same thing), built with parts from a different song, etc. Definitely far away from a potential final result, but I wanted to share it.

Got a new idea for a song (No, I haven't finished the previous one, as usual). Everything is very temporary, hastily put together. But it sounds promising (and this part here isn't even the original vision lol, I just couldn't get that to work that quickly). Could be an area theme if done well.

Somehow came up with a new melody in 10 minutes, noticed it didn't fit into the "bosstheme" (Was too sad, not energeric), and made a 2nd more somber variant of it in another 30 minutes. Pretty proud of that one, but sadly it'll need to be its own song.

SilicatYT@silicatyt.bsky.social · 2mo ago

Alright, completely replaced that ugly 3rd section. The new one is transitioned into better, but it transitions less well to the next section. The whole song feels incoherent, no motifs are being developed, the tone feels unclear. But it holds together now.

Been messing around with a bit of worldgen modding recently, and keep running into gaps in the built-in set of primitive types. 😅 It’s got me curious - what are you as a modder/datapack creator missing most when it comes to working with the game’s worldgen systems?

In my free time, I sometimes brainstorm ideas for an RPG I'd like to make at some point in my life (Either in Minecraft or Hytale or smth). It's a bit unsettling how derivative I am, creatively speaking.

I initially had a slightly muted reaction to Deltarune Chapter 5's soundtrack. "Very good, but probably the weakest of the bunch". I didn't recognize an immediate "S-Tier" song compared to the many from Ch3-4. But it's grown on me. Flower Castle & the secret boss theme for example are insanely good