Hyped
10.11.2025 14:39 β π 0 π 0 π¬ 0 π 0@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
Hyped
10.11.2025 14:39 β π 0 π 0 π¬ 0 π 0Fake colour fan
11.10.2025 14:15 β π 1 π 0 π¬ 0 π 0Minecraft snapshot 25w41a won't let us grab the result of a stopwatch query, so I wrote a small datapack that uses binary search to get it.
(It'll definitely be a regular feature in the next snapshot)
Minecraft spears in a nutshell (I love it)
09.10.2025 16:45 β π 5 π 0 π¬ 0 π 0Finde den Patch sehr gut (abgesehen von den von dir erwΓ€hnten Punkten und der Tatsache, dass immer noch so viel Customization fehlt), aber die erhΓΆhte ?-Block Regenerationsgeschw. hΓ€tte nicht sein mΓΌssen...
24.09.2025 10:56 β π 0 π 0 π¬ 0 π 0Immaculate snapshot. We can now have mannequins without the NPC tag, and assign poses :0
16.09.2025 17:49 β π 4 π 0 π¬ 0 π 0I'm talking about Galaxy 1. If you bought 3D Allstars for Mario Galaxy, you have to buy it again ($40) if you want the update (better textures or 4k), even though you already have that game for the same console. People who trusted Nintendo that it's *the* Switch version basically got a worse game.
13.09.2025 17:24 β π 0 π 0 π¬ 1 π 0It's probably the expectation from 3D Allstars & the fact that SMG was $20 all the way back then in Nintendo Selects.
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...
π₯
02.09.2025 14:53 β π 2 π 0 π¬ 0 π 0Objects can be cuboids with varied x, y and z dimensions (currently capped at 4 blocks per axis at most, but I'll likely increase it at some point), and vanilla blocks have a system to support multiple cuboid shapes (for stairs etc), but only the full block hitbox is coded atm. System's in place tho
30.08.2025 16:41 β π 1 π 0 π¬ 0 π 0It's a tiny bit more stable now. The 2 core problems are:
- Due to calculation inaccuracies, impulses overcorrect, reinforcing the next problem:
- Impulses make it hard for all 4 corners to touch the ground simultaneously. If not all 4 corners do, it can wiggle back and forth
[Disclaimer: A lot of bugs were temporarily resolved with ugly code that only works for testing]
Found a TON of bugs and temporarily fixed them, but it's still very jittery and a bit buggy. Not sure what's causing that.
Made a temporary ugly fix for a bug in contact generation, and it looks a lot more stable now. I can be pretty sure that any bugs in this clip are from velocity resolution now.
28.08.2025 21:41 β π 1 π 0 π¬ 0 π 0I don't know why, but I think there might be a calculation error somewhere.
Call it a hunch π€
Made a rudimentary penetration resolver.
(Please be a sign error in velocity resolution)
Finished for world_axis_y and fixed some bugs. It can now resolve multiple contacts per tick, too!
Will work on penetration resolution next, so the object doesn't clip into the ground xD.
Velocity resolution for world_axis_x is finished!
(It currently doesn't update other contacts' values based on the resolved contact. It also doesn't resolve penetrations yet.)
Fixed a sign error that caused the object to accelerate when colliding with the left block
26.08.2025 13:09 β π 0 π 0 π¬ 0 π 0Started working on the resolver.
Linear velocity change is calculated correctly for this specific axis (VERY early test).
Angular part and penetration resolution are still missing, and ofc making it work for all other axes. This is just a test to see if the formulas are correct.
Newsletter in September π₯
26.08.2025 06:26 β π 0 π 0 π¬ 0 π 0PREPARATIONS DONE.
Am tired. If I don't have the energy today, I'll start the resolver tomorrow! π
So I'm pretty confident that I can finish all preparations tomorrow. There ended up being a lot more required changes than I initially thought, but I'm still incredibly motivated. I'm so close. I'll start with the resolver tomorrow or the day after. I just know it.
22.08.2025 18:56 β π 0 π 0 π¬ 1 π 0Though I know that's not the case; I've made a whole lot of progress. I changed the data structure by adding new data, fixed a lot of oversights, bugs, made calculations more consistent with each other (sign errors fixed)... in the end, it's gonna be worth it.
22.08.2025 18:54 β π 0 π 0 π¬ 1 π 0It's surreal how many typos, sign errors and similar things I've fixed in the past few days. Any one of these bugs could've caused massive instability, yet it feels as though the datapack is still the same as a few months ago xD.
22.08.2025 18:53 β π 0 π 0 π¬ 1 π 0Almost done with this, but I need to add one last finalβ’οΈ change by marking accumulated contacts as "Invalid" if the penetrationDepth is positive yet the contact point isn't actually touching (If an object slides off a table for instance; penetrationDepth keeps growing forever).
22.08.2025 18:51 β π 0 π 0 π¬ 1 π 0(Not that you said otherwise, I'm not here to start a discussion, just to share my thoughts)
22.08.2025 18:48 β π 1 π 0 π¬ 0 π 0Mostly agree with this, it's crazy what kind of priorities we seem to have in this world.
Though, personally, I'd still dislike the constant over-exposure that could make real art feel dull, and of course the fact that it's used to skip education, which is worrisome to me.
Due to this taking some time to implement, and me *finally* deciding to compress several hardcoded functions using macros, I'm not sure if I'll be able to start working on the resolver tomorrow.
21.08.2025 20:53 β π 0 π 0 π¬ 1 π 0I think we're onto a winner (Efficiently and correctly detects whether it should invert the contact normal & penetration depth)
21.08.2025 13:09 β π 0 π 0 π¬ 1 π 0Gravity adds 0.49 blocks per tick to downward velocity, so that alone can almost clip through slabs. And if it's falling from a height... yikes.
But in SethBling's engine, that part is fine (I couldn't get it to actually clip), so unless he's used workarounds, it should be fine.