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mod_generalities [2018/09/10 12:08]
gobrosse
mod_generalities [2018/09/10 12:28]
gobrosse [Voxel Data Storage]
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 {{::​modding_structure.png?​400 |}} The structure of a mod is as follows: it's a directory ( or a zip archive ) with a [mod.txt](mod.txt) file at the root. It may contain an icon ( '​modicon.png'​ ), jar files and any other type of file. {{::​modding_structure.png?​400 |}} The structure of a mod is as follows: it's a directory ( or a zip archive ) with a [mod.txt](mod.txt) file at the root. It may contain an icon ( '​modicon.png'​ ), jar files and any other type of file.
  
-Files within a **Mod** are called ​**Asset**s, Mods are managed by a **ModManager**.  +Files within a `Modare called ​`Asset`s, Mods are managed by a `ModManager`
-Multiple mods can be loaded on top of another thus resulting in a Asset with the same name and path being provided by two different mods, in that case the mod with the highest priority will be the one we use. It is also possible to list the different copies of an asset using special methods in the ModManager.+Multiple mods can be loaded on top of another thus resulting in a Asset with the same name and path being provided by two different mods, in that case the mod with the highest priority will be the one we use. It is also possible to list the different copies of an asset using special methods in the `ModManager`.
  
 Jar files can contain anything, but any class found inside them will be scanned and made available to use as a [[custom_classes|Custom class]] in content definition files. Jar files can also be [[plugin_api|plugins]]. There is no hard limit on the number of jar files that can be bundled inside a mod. Jar files can contain anything, but any class found inside them will be scanned and made available to use as a [[custom_classes|Custom class]] in content definition files. Jar files can also be [[plugin_api|plugins]]. There is no hard limit on the number of jar files that can be bundled inside a mod.
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 As you can see, the Y axis is height, X is east-west and Z north-south. As you can see, the Y axis is height, X is east-west and Z north-south.
  
-### Voxel Data Storage+### Voxel data storage format
  
 The engine stores all voxels in 32-bit signed ( Java won't allow unsigned :c ) ints, packed in 32x32x32 cubical chunks, packed themselves in 8x8x8 regions.\\ The engine stores all voxels in 32-bit signed ( Java won't allow unsigned :c ) ints, packed in 32x32x32 cubical chunks, packed themselves in 8x8x8 regions.\\
mod_generalities.txt · Last modified: 2018/09/10 12:28 by gobrosse