Updated: Changed headline.

  • CrazM13@lemmy.world
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    5 days ago

    While I would love that to be the case, I don’t think it is that simple. Java edition, at least, has been experimenting with shader-like features in resource packs for a while now. It could be that Luanti convinced them it needs to be built in and not an extra pack, but I think it is at best parallel ideas, or at worst, Luanti taking inspiration from those shader-like packs and trying to do better not even knowing they are doing the same process as Minecraft.

    • MajorHavoc@programming.dev
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      5 days ago

      Yeah. Luanti following Minecraft is nothing new. Mineclonia was an early pilot game for the engine.

      But there hasn’t been much effort on copying Minecraft lately. Mineclonia is done, and it’s great.

      We’ve had more mobs, animals, plants, textures, and such than un-modded Minecraft for a long time. (Which is unfair, as Luanti is a mod-first design.) But my point is the core Launti dev team doesn’t have to work on any of that.

      The most noticeable recent Luanti updates have been to make the configuration screens much nicer, and add I think to add native support for more graphics tricks?

      I’m not paying attention to graphics in Luanti. As others have mentioned, that’s not why I play it. I actually had a conversation recently about the best way to downgrade Luanti default graphics to match un-modded Minecraft.

      That said, the Minecraft team taking notice of Luanti would be new, as far as I know.

    • Ephera@lemmy.ml
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      4 days ago

      Oh yeah, I wasn’t trying to say that Luanti had an incredibly original thought with volumetric lighting. There’s been (pre-resource-pack) volumetric lighting mods for Minecraft probably already a decade ago. I was rather just wondering, when the proof of concept has existed for a whole decade, why do they decide to include it now. It probably would have worked well even on weaker phones three years ago already…