Aksiome
Aksiome
To start the module i propose to only have evaluation functions for the following splines (bezier, bspline, catmull rom, and hermite). I think derivative could be nice to have then,...
Hey! This one’s a bit tricky, actually. - **For the first and second issues:** The goal here was to compute a hitbox that includes all passengers. Entities without hitboxes are...
Yes, definitely for the second point, that’s something I was already considering. As for the first point, you’re probably right; using the marker might be a better option since it’s...
> For the second point, if we maintain the original logic but allow developers to define hitbox sizes using scoreboard scores (falling back to the original NBT hitbox reading when...
I'm open to a refactor, but it depends a bit on how big the changes would be, especially if we want that for the next version. Could you explain how...
Except for shaped entities like paintings and item frames, this is more or less how the system already works. It calculates the relative distance between the starting coordinates and the...
> In addition, I haven't read the part handeling entities, and this might be useful: regarding the collision between moving AABBs, it can be transformed into a collision between a...
That’s actually a great idea! I was initially focused on smooth curves, but technically, linear splines are still splines, so it absolutely makes sense to include them in the spline...
Ah, sorry, I didn’t look into it too much at first. Since it was a Spigot link, I just assumed it was Spigot-related. But after checking the Minecraft Protocol spec,...
If someone wants to tackle this module, go for it! I'm a complete newbie when it comes to quaternions, and there's no way I can fit this into my backlog...