[Curcuit Store] The History of Minecraft’s Touching Stars

🎯 Загружено автоматически через бота: 🚫 Оригинал видео: 📺 Данное видео принадлежит каналу «Curcuit Store» (@CurcuitStore). Оно представлено в нашем сообществе исключительно в информационных, научных, образовательных или культурных целях. Наше сообщество не утверждает никаких прав на данное видео. Пожалуйста, поддержите автора, посетив его оригинальный канал. ✉️ Если у вас есть претензии к авторским правам на данное видео, пожалуйста, свяжитесь с нами по почте support@, и мы немедленно удалим его. 📃 Оригинальное описание: Yes I am genuinely distraught over stars 202 and 365. Naturally, I made this video to both honor their 14 years together, and out of desperate hope that one of you is a Mojang employee and will feel really bad for me and and reunite them out of pity(this is very important for my well-being). Kind of(?) a sequel to the end of my last star video( Basically just a showing of every change to stars since they were added, plus a fun update of how many stars touch at each stage. I also made a new spreadsheet for all these versions: or if you want the original for stars: The basic rundown is: Infdev, Feb 12 2010: The original 500 stars get added. They only exist graphically though, created by scrambling the sky a bunch before drawing each star(still based on the seed “10842“!). Infdev, June 24 2010: The modern-day star generation is added(still using seed “10842“!). This replaces the original 500 stars with the 780 modern stars. Their actual relative positions/sizes/rotations won’t really change from here on out, so my original star video/spreadsheet becomes relevant. , August 1, 2012: The 780 new stars all get shrunk down to their “current-day sizes“, which are directly mapped from down to . , June 13, 2024: The 2010 star generation code gets cleaned up to use Quaternions N Stuff. The logic is mostly identical, but the actual vertices end up a bit scrambled. They now place them in the sky using a full quaternion rotation, which, depending on the position, applies some extra local rotation to the star before its intended rotation. Additionally, that intended rotation gets applied backwards, so they’re all rotated counter-clockwise now instead of clockwise. And to add to it, instead of placing each vertex relative to the star’s center position, each vertex is actually offset from the previous vertex’s position. This still creates a square, but it offsets the whole star so the 4th vertex lands on the center. This rotates the star an extra 45 degrees, shrinks each side length to only sqrt(2) times the radius instead of 2x, and means everything rotates about that corner instead of the visual center. I really doubt any of this was intentional, but i also really doubt anyone else is going to be insane enough to notice, much less fix it lol. Which is why I’m proud to announce my campaign to get hired by Mojang as official star advisor.... infdev 20100212-1 pairs: 245 & 303 infdev 20100624 pairs: 71 & 394 161 & 492 202 & 365 :) 241 & 522 334 & 746 386 & 579 476 & 726 pairs: 202 & 365 pairs: :( anyyyyway.... Since the first 500 stars only really exist graphically, I couldn’t figure out how to rip them straight from the game. Instead I just recreated the logic manually and used that for the spreadsheet. It should be indistinguishable though. These stars also don’t have an inherent “rotation“ since every axis is scrambled together out of order, and each star also gets scrambled by the scramble of every previous star. So for the spreadsheet I just calculated a rotation manually based on the vertices. I did the same for too because it’s also a mess. idk. this took way more hours than i’m willing to admit, but at least I learned what matrices, quaternions, and an OpenGL is for the sake of some made up stars in a video game??? have a lovely day!!! do something novel and unexpected! RIP stars 202 and 365, and also hi rekrap viewers i hope my evil sand served you well and that you like stars
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