Minecraft enchantments can be crafted using an enchanting table and are how you create magic armour, weapons, and tools in Minecraft. There is a significant gamble associated with enchantments in Minecraft, as there’s no way of knowing what the enchanting table will spit out when you’re done. You could end up wasting a perfectly good diamond sword, or you could imbue it with the Fire Aspect enchantment so that it also deals burn damage with each strike. As you can probably tell, Minecraft enchantments are very powerful, and you’ll want to rack up as many as possible to stand the best chance of surviving in this cruel, blocky world. To offset their extraordinary power, getting to the stage where you can build and use a Minecraft enchanting is no mean feat, and there are a lot of steps involved in creating a weapon with a decent enchantment. Join us as we break down the basics on building a Minecraft enchanting table, using enchantments, and offering some additional … [Read more...] about Minecraft enchantments guide: how to use your enchanting table
How to use texture
I am trying to assemble scene assets and one asset needs an emission material where only the white part emits light: I set up a texture with a simple (air-quotes) "mask" for the window... ...and tried to make only the white part emit light. This attempt blew up the entire material though (verified by checking model, adjusting intensity). I also tried plugging in the base texture directly but when I turned up the intensity, it looked like the black frame became a deeper black as well, which is not what I want. Changing the intensity with just the white input and scalar multiplier does not reveal the black metal portion of the diamond pattern. How can I update this graph so that only the white part glows? I want to use the texture to light the scene but may settle for filler lights, since it could be overkill. Here is the original scene I put together in Blender. The camera will be fixed like this. Note also that there are 9 other windows that emit light in this scene but are made … [Read more...] about How to use alpha channel with emission?
Following along the answer here, it was mentioned about textures: They can also store things like velocities. For example, you can use a texture as a "flow field" for animating particles or other objects. They can even be used to control geometry. You can sample a texture in a vertex shader, for example, and use the result to determine how to transform the vertex. That is a new idea to me, using it for physics stuff! That is pretty cool. I am implementing a 2D game where there will be basic physics like gravity, light shining, things rotating and orbiting like planets, things moving fast and slow, plants blowing in the wind, things flying and flapping wings, things cracking like rocks, water flowing (simple 2D water, nothing fancy), smoke billowing, etc. I'm wondering some specific ways I can apply textures and shaders to these physics problems, rather than implementing them on the CPU like you typically see. My understanding of shaders so far is that they are purely for mapping … [Read more...] about How to use 2D textures in OpenGL / WebGL for physics
I have been trying to figure out how to structure the VBOs in WebGL, and think that keeping them all together in one if at all possible sounds like the best approach. Right now I'm thinking of having color buffer, position buffer, and index buffer, just those 3. But my question is what about a texture buffer (maybe it's called a UV buffer, but I'm not sure if that's 3D only). I would like to have a game with basically flat colors and alpha/opacity and some drop shadows perhaps, maybe some glows, but nothing too complex. Mainly it would be like traditional vector graphics look but in WebGL. As such, I'm wondering how to solve the texture problem. If I need a texture, or I don't at all need one. Part of figuring this out is knowing what you should really be using textures for. I get that they are useful for mapping images to geometry, but I don't know of any other use case. Wondering if one could explain some use cases of textures as it applies to my situation. The main goal is figuring … [Read more...] about How to use textures in 2D games in WebGL
Resident Evil 2 looks so, so good. The Raccoon City setting isn't massive, but makes excellent use of such a small, dense space by plastering every inch with detail. Some lovely texture and lighting work across the environments and characters tie it all together and make RE2 a game worth staring at uninterrupted—it's just that the constant threat of Mr. X and his zombie buds don't give you much time to smell the flowers. No worries. A Cheat Engine camera tool created and shared by expert screenshotter Jim2point0 (who you may remember from his Pixel Boost days) makes taking nice pictures in Resident Evil 2 easy and stress free. The script allows you to detach the camera from the primary character and move it around freely using the numpad to change position, height, and FOV. You can even pause time to set up the perfect shot and resume once you've snapped it. It's a great way to contribute a personal meme to the Mr. X craze Twitter is all about lately. Personally, … [Read more...] about How to use a camera hack to take perfect screenshots of Mr. X and crybaby Leon in Resident Evil 2