![]() You can rebind mouse controls using the config file. But you can do this anyway, see the go mod - it allows you to place pieces on a board This is mostly out of scope, Minetest is a block voxel game engine. They've also worked a fair bit on performance improvements and bug fixes, like better depth sortingīoth of these have been supported for years This improves the performance of tone mapping, and allows for effects like godrays, bloom, and depth of field. We have a new graphics developer, they've added dynamic shadows and a post processing stage. > especially after one of the big modders and graphics developers died to a heart disease. Minetest is a game platform and a game engine, rather than just a game The default game is designed to be modded, and you're also encouraged to install other games. Users will instead be directed to the built-in content downloader to install a game. This is intentional and the default game will be removed by default. > It's (default subgame is) a decade behind Minecraft in terms of usability/features. I know I'm being a bit brutal, but Minetest doesn't stand a chance when the expectation is set that it is/will be in the same ball park as Minecraft's level of quality or moddability. Went back to Minecraft for those times I want to play a block game. I eventually quit because it was so frustrating trying to work with that engine and constantly jury rig and compromise solutions. I spent a lot of time making mods for the couple folk I played with. So if you want a mod with some kind of vehicle, it is a complete hitchy mess since the client-side's would interpolate wrong and need to be forcefully corrected by the server dozens to hundreds of milliseconds later. And none of this can be added or changed without a fork of the underlying C++ engine codebase.įor the longest time they had no client-side modding and when they added it, they ended up barely having anything in it. Tons of stuff is hard-coded, like how tools work, damage calculations, HUD. Forms have terribly poor ergonomics and it's taken a few years now to have elements displaying at the correct coordinates (for a while, different elements had slightly different interpretations of the grid). No custom keybindings, no overriding mouse controls. Entities have huge pop in/out issues and forget about anything crazy like having animal heads rotate to face you. No dynamic skyboxes, no full entity rotation, no way to handle subgrids. Unlike the Java-edition of Minecraft, where anything can be changed, you are limited to their modding API in Minetest. It's barely maintained, especially after one of the big modders and graphics developers died to a heart disease.Īnd with the mods, it's only "easier" at the very surface level. It's (default subgame is) a decade behind Minecraft in terms of usability/features. While it's low-end requirements are better, it runs remarkably poorly for what it is. As someone who used to be a part of the Minetest scene, it's not even remotely close. ![]()
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