Live data from Hacker News

Show HN: Iteratively Building Virtual Creatures in Minecraft

github.com

11–16 of 16 posts

Re: Show HN: Iteratively Building Virtual Creatures in Minecraft

#11
post #10

Earlier quoted context omitted.

It’s just convention which axis represents up. Typically you don’t see the axis labels rearranged like in the OP but instead coordinate systems described as y-up or z-up. Similarly left and right handed.

Well, it's about the order. In vanilla Minecraft client you see height as the second coordinate out of the three.

Right because vanilla Minecraft uses y-up, so the second value ‘y’ represents height.

Re: Show HN: Iteratively Building Virtual Creatures in Minecraft

#13

> cool creatures that walk around and look like cheetahs or whatever Once you have the actual behavior, everything else is just animation. Maybe you could evolve some keyframes fitting particular criteria?

Creative idea - I'll think about this.

Re: Show HN: Iteratively Building Virtual Creatures in Minecraft

#15
post #7

> The locations of the creatures are output in (x, z, y) format (don't ask me why the Minecraft devs did this) It's the same in Unity and three.js. Probably so the first two coordinates mark axis on the plane the player is looking at (width and height; until they move), with the third one being "depth"? Instead of the third one being height as one might expect.

The comment is somewhat misleading.

Minecraft uses (x,y,z), and uses the 'y' coordinate for height (not 'z'). This is very common for exactly the reasons you outline.

Also, flipping two coordinates changes the handedness of the system. OpenGL uses left-handed coordinates while Minecraft uses right-handed. I'm not sure this is relevant here, it should be an internal conversion.

https://minecraft.fandom.com/wiki/Coordinates

Re: Show HN: Iteratively Building Virtual Creatures in Minecraft

#16

> cool creatures that walk around and look like cheetahs or whatever Once you have the actual behavior, everything else is just animation. Maybe you could evolve some keyframes fitting particular criteria?

Creative idea - I'll think about this.

Check out the paper about the AI in the original FEAR. https://citeseerx.ist.psu.edu/document?repid=rep1&type=pdf&d... Much of the "smart" behavior players loved was actually just a simple state machine with nice animations.
Post reply on HN