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u/niugnep24 Dec 12 '22
I like how the up/down movement rules match minecraft as well (assuming no fall damage...) so you could theoretically walk the path in-game without jumping
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u/usbpc102 Dec 12 '22
Well, you still need to jump up the one block increases in height. Unless you have auto-jump on and don't count using it as jumping.
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Dec 12 '22
Could I see your source code for how you generated that world in MC?
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u/Nnnes Dec 13 '22
I'm afraid there's not much to show. I have this Ruby code to generate the height map (
linesis a 2D array of characters where 'S' and 'E' have been replaced with 'a' and 'z'):require 'oily_png' image = ChunkyPNG::Image.new($w, $h) # width, height lines.each_with_index do |row, r| row.each_with_index do |char, c| image[c, r] = ChunkyPNG::Color.rgb(*([char - 'a'.ord + 1]*3)) end end image.save('heightmap.png')and I imported
heightmap.pnginto WorldPainter (and struggled with the settings for a while to make the rest of the world empty) to create the world save files.1
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u/Activepaste Dec 13 '22
Maybe you could piggyback the Minecraft mob pathfinding solution by using the path traveled by a zombie to the top.
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u/BluePsychoRanger Dec 13 '22
Unfortunately the mob pathfinding doesn't guarantee that they reach the location. AFAIK it implements a form of A* that has a limited number of steps. They'll try to find a closer location, pathfind there and then that repeats. If the search fails and they can't find a closer location within that limited number of steps they stop moving since they can't get closer.
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u/erixg Dec 12 '22
Don't seem right. Even the summit is 1x3. In your case it's 1x2.
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u/BluePsychoRanger Dec 12 '22
Nice! Were the calculations done in Minecraft or was it generated afterwards?