this doesnt really matter, but instead of a hard-coded terminal velocity you can use a formula where terminal velocity is X x=a/(1-f(friction coefficient)) therefore, if you want that terminal velocity to be -.5 and acceleration to be -.05 then you can have an f value of .9, multiply vertical velocity by .9
Thanks! Though this is not the highest level of 3D... raycasting is a very slow and low-quality method. I may make a tutorial on a better method of 3D, using triangles, at some point.
If you want more then 18 textrues in same costume you can make new block under rest and set the camera zoom in editer to equal button and select all and set it to their center of canvas and change the num textures variable to match how much textures you have.
I think you could improve your code in many way : 1. For the differents textures in a block, you could use a list to store each textures of each sides instead of using an « if » block for each textures 2. For the player collision, you could use the « AABB » collision check and some loops to check every colliding blocks ( because you only use axis-aligned cubes). Like that, you can avoid the big chunk of scratch blocks for every collision points and handle easily the collision of larger entities. I hope to help you improve your tutorials with my comment.
Thank you for your suggestions! 1. This is a good thought and I may yet implement it if I add more blocks which have different top/bottom textures. 2. Because the blocks are aligned on a grid, we only have to check collisions with the ones surrounding the player, and we know exactly which these are, using the "get block at" custom block. Thus, AABB collision, which checks collision with every block, is not necessary, and will be far slower.
The AABB collision detection is better for bigger entities ( if you add slimes for example), and I didn’t meant to check for every blocks, but only do every useful checks.
I post videos once a week. The next video will be a tile scrolling platformer expansion because I promised that a while back. Then next Sunday I'll post episode 4. Once a week is already pretty frequent; you must understand that real life exists for me as well.
Also now I hat i think about it there is alot of benefits to using a ray tracer i have a 3d rendering that can run at like 700 fps but i cant get textures but using a ray tracer i can have textures and collision and it maybe i can render from a different camera perspective and display it somewhere else
Random update no one asked for: i gave up on trying to do textures and went back to using my original 3d engine but you videos gave me and idea i can check collision based on a grid system to cutdown on computation and it would just be easier to make maps
Really neat! I love pushing the limits of scratch. Do you have experience in written programming languages or have you learned how to program completely in scratch?
Add your projects to the Scratch studio! scratch.mit.edu/studios/35495336/
this doesnt really matter, but instead of a hard-coded terminal velocity you can use a formula where terminal velocity is X
x=a/(1-f(friction coefficient))
therefore, if you want that terminal velocity to be -.5 and acceleration to be -.05 then you can have an f value of .9, multiply vertical velocity by .9
@@KindOfWitch Yeah that's probably a better way to do it
@@user-ny6yh8vk8x Yes, that will be next episode!
@@FindingPepper when there will be E4? i can't wait cuz i ended E3 (it was fun)
@@Kurczaq E4 will come next Sunday
bro is actually making full fledged minecraft
next episode : mining and inventory
Yes
@@FindingPepperActually!?!
then using the crafting table and actually crafting lol
@@user-ny6yh8vk8x Yes
@@user-ny6yh8vk8x Maybe someday but first I'll do generation because that's highly requested
new finding pepper episode 🔥🔥🔥🔥
*Average griffpatch warmup*
NAW WHAT THE ACTUAL HECK
Hi
lmao u got a popular youtubers attention W
this episode is fire!!! 🔥🔥🔥
real!
whoa! this is so coolll, the fact that you were able to do 3d rendering on scratch
keep it up!
YAY EP 3!!!
i gotta continue cuz im at ep1 minecraft 3d rn
its back!!!!!!!!
Bro you do so good but only so many people watch (817 views). 💀
probly will pass up griffpatch soon. 3D is the most inpressive thing on scratch and this is the highest level of it!!!
Thanks! Though this is not the highest level of 3D... raycasting is a very slow and low-quality method. I may make a tutorial on a better method of 3D, using triangles, at some point.
@@FindingPepper it looks like it though so that's good enough for me!!! better than I could do on my own 100%
@@FindingPepper also, when is the next 3d tutorial
@@user-ny6yh8vk8x Next Sunday
Yeah man thats fire 🔥
LEESSSS GOOOOOOO COMEON BRO LESSS GOOOO
Ive been thinking of making portal with this
If you want more then 18 textrues in same costume you can make new block under rest and set the camera zoom in editer to equal button and select all and set it to their center of canvas and change the num textures variable to match how much textures you have.
Sorry if its hard to read
And also make sure do it in the custom of textures
Also it needs be off the center a bit
Next episode you should add basic prelin noise terrain generation
I will do Perlin noise at some point but not next episode.
17:30 this expression is actually called a differential 🤓🤓
after finishing this tutorial series whats next? an actual 3d engine with triangles and other stuff?
Yeah probably. I'll also do a Perlin noise tutorial (which I'll use in this but can stand alone). But beyond that I'm not sure.
What extension sorts between for all sprites and for this sprite only variables?
Scratch addons. It's a browser extension, but it's also built into turbowarp (press the "addons" button).
Would you consider adding support for other textures (within the program)?
You can add whatever textures you like by changing the textures costume and corresponding variables in the scanning sprite.
can we have a world generation episode?
Yes, it will be over the course of a few videos, the first of which I'll post in 3-4 weeks.
I think you could improve your code in many way :
1. For the differents textures in a block, you could use a list to store each textures of each sides instead of using an « if » block for each textures
2. For the player collision, you could use the « AABB » collision check and some loops to check every colliding blocks ( because you only use axis-aligned cubes). Like that, you can avoid the big chunk of scratch blocks for every collision points and handle easily the collision of larger entities.
I hope to help you improve your tutorials with my comment.
Thank you for your suggestions!
1. This is a good thought and I may yet implement it if I add more blocks which have different top/bottom textures.
2. Because the blocks are aligned on a grid, we only have to check collisions with the ones surrounding the player, and we know exactly which these are, using the "get block at" custom block. Thus, AABB collision, which checks collision with every block, is not necessary, and will be far slower.
The AABB collision detection is better for bigger entities ( if you add slimes for example), and I didn’t meant to check for every blocks, but only do every useful checks.
@@redstonepuppy2202 Yes, that's true! I'll use it if I ever add entities :)
Love your videos!!!
when i fly to a certain position . it crashed , i'm suffering
very noice
ayo bro chill we got to gatekeep the 3d stuff so they figure out themselves..
How many episodes are you planning to make on Minecraft in scratch.
I'm not sure yet!
🔥
When are you going to do e4? I'm really tired of waiting for so long
I post videos once a week. The next video will be a tile scrolling platformer expansion because I promised that a while back. Then next Sunday I'll post episode 4. Once a week is already pretty frequent; you must understand that real life exists for me as well.
Do you think it could be possible to make slopes by checking the rays position within the block
Also now I hat i think about it there is alot of benefits to using a ray tracer i have a 3d rendering that can run at like 700 fps but i cant get textures but using a ray tracer i can have textures and collision and it maybe i can render from a different camera perspective and display it somewhere else
Possibly, yes.
Random update no one asked for: i gave up on trying to do textures and went back to using my original 3d engine but you videos gave me and idea i can check collision based on a grid system to cutdown on computation and it would just be easier to make maps
im turning this into a horror game >:)
Really neat! I love pushing the limits of scratch. Do you have experience in written programming languages or have you learned how to program completely in scratch?
Yep, I code in Python, as well as Unity a little bit!
i love your videos
awesome
What is the next tspe
Water
@@FindingPepper will there be enemies
Probably, as water on its own is actually really simple.
@@FindingPepper if not I'll add my own and you can use that
Yes!
YESS!
works
mine has 1283 blocks lol
Finally
Yo sorry im late
pog
what are u doing?
next episode should be what?
Breaking/placing, and maybe a simple inventory
i was thinking of a noise generator but i like placing/breaking and inventory!
I may do that after!
pls upload the episodes more consistent
Ah, you may have missed that I've been traveling the past month.
@@FindingPepper oh I didn’t know lol
you sound like nico
pin me
Very insand 😮
3rd pin me pls
no
i ned subs
@@warpedd_forestnew bruv
@@GamerHouse2.0 i ned subs