I know how to do networking with thread safety although I am always pretty lazy in terms of cheat safety.
I know how capabilities work and I am already using them in this mod on an item and the player. I would have to take another look at the render.class system to tell you if I understand it or not. I have a basic knowledge of GL but refreshing this wouldn't be bad at all. I know how to work with normal models (used in a TESR) but I have little knowledge over the extra functionality a ModelBiped has. In terms of rendering, I have experience with the model system and can do some crazy stuff with it, I already worked with TESRs and animations (the old way) in TESRs, with entity renderers I still have problems, they don't really work for me. I know what partialTicks are, I know the usage of some client events but never worked with most of them, especially those that I might need for this project. I know how to create an event handler and manipulate the game with it. I have the complete understanding of the difference and separation of the server and client thread. What do you know nothing about? What you are not sure you know enough? Some other stuff such as NBT (saving data) and overall vanilla/forge systems + pretty advanced math (rotating and doing stuff like animation properly).ĭo tell me - how much do you think you are prepared (considering mentioned above required knowledge)? Understanding hitboxes AABB and OBB if you want (idk if they are possible to implement without ASM, there was a thread about it).ĩ. Network-related events (tracking, dynamic syncing).Ĩ. Rendering with GL and models + whole vanilla Render.class system.Ħ. Rendering and client events, partialTicks, client-only classes.Ĥ. Minecraft threads (sides), COMPLETE understanding.ģ.
If you want to somehow get along with other RenderPlayerAPI mods - use that.ġ. If you want to go for simple - go with Forge. RenderPlayerAPI is just an API - it is literally layer over what forge might be able to do and provides more compatibility (not functionality). Note: As mentioned - Forge allows you to edit entity's data, hitboxes and rendering. Okay, well - look: What you described is just an idea, now as to designing it to work properly - I can tell you that aside from rotating hitbox (I haven't checked that one so idk), everything you need it pretty much doable with just Forge.Īs far as RenderPlayerAPI goes - I am absolutely sure that there is noone who will help you there more than SmartMoving's source (but to understand it you will need to spend some time on in-depth reading/understanding source). My question now is: Is this doable without ASM (I have absolutely no knowledge of that stuff) and which compatibility problems would this have (although I don't really care about compatibility because I don't expect this mod to be used with other mods as it features a complete arena setup including automatic match management and effectively turns MC into a shooter)? If it is not doable without ASM, does someone have enough knowledge of PlayerAPI and RenderPlayerAPI to explain me how to achieve this kind of stuff? I also need to make it impossible for the player to look straight up and down but rather with a certain angle and if the player's feet are behind him while he is prone, he should only be able to look upward at a very small angle. While the player is prone, his legs need to go in front of him if he moves backwards and behind him if he goes forward. This means that I need to make the player's head be much lower while sneaking (in vanilla MC the head is not really lower than while standing up) and I need to kind of rotate the player hitbox when the player goes prone. In this game you can stand upright, sneak or go prone. I am recreating the FPS Tom Clancy's Rainbow Six Siege as a Minecraft mod.