Improvements to Freezing Wind #149
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TheDeathlyCow
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Goals
Currently, Freezing Wind is a bit of an underwhelming and somewhat annoying feature. This discussion will serve as my central area to document progress on making this feature a better fit for Frostiful.
Freezing Wind is meant to achieve three goals:
Problems with the existing implementations
There are two methods that wind can appear currently, and both are problematic.
Point winds are currently the default way of handling wind. They spawn wind for one tick on a single 'point' and then disappear immediately. This isn't very immersive and most players seem to find it annoying. More build up and a dispersion are needed to give players sufficient warning that wind is about to effect an area, and to be able to avoid it.
Wind Entities, I think, meet all of the goals of freezing wind. However, they have a pretty big issue with performance - even smaller multiplayer servers are instantly destroyed by the poor TPS of the dozens of wind entities that are created.
Potential solutions to explore
The easiest solution may be to adjust the logic for how freezing wind entities are spawned. Currently, they are spawned in any active chunk. However, only spawning winds near players may be able to sufficiently reduce the numbers to a point that it is actually manageable.
Further improvements on the point wind system could be implemented. For example, adding tick logic to allow for more build up similar to entities. This may also be able to significantly reduce the performance impact of using entities in the first place.
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