Minecraft builders have already built implimentations of half-adders, adders, and ALUs. They've already built turing-complete machines in Minecraft.
This has already been accomplished, long ago, save the "better graphics" part.
How do you even come up with this shit??
Amazing!!
Lol at the people here who say.
"It is not that impressive"
And then never create something that is equally as impressive.
Some people just always like to shit on other people's creativity.
Damn, I can't imagine how long that took to make. Respect.
When I got way into this stuff in Minecraft, I was using a mod that simplified each logic gate into a single block. At that point, it's basically like designing in a 3D PSpice (although a lot buggier).
This reminds me of the calculator in Little Big Planet. Just awesome.
For a second I thought the blue was water, and I said to myself: "Of course, it has to be kept refrigerated", like that makes sense.
I wonder if it's possible to speed up the reading/writing within Minecrafts limitations.
So if we go off Sony Vita memory prices this should cost what, 300 bucks?
Mad respect for that guy though. Amazing amount of work.
I have absolutely no clue what all this means
How exactly are values displayed? Can Minecraft display text strings now?
How exactly are values displayed? Can Minecraft display text strings now?
The only I/O available for this is a series of labeled "lamps."
You could theoretically arrange those lamps in a grid to make a monochrome dot-matrix display that could show text or graphics. People have also made color displays that use pistons to push colored blocks into desired locations.
A good practical, real-world example of people doing this is when they do things like play tetris on a building using window lights as "pixels"
Talking about monochromatic displays, that is. How do they deal with intensity values of the subchannels in your RGB example? A cache of colored blocks at different values that get pushed when needed?
The link I posted is a pretty old video that just uses four pre-set colors. I can imagine a newer version would be able to pull off at least 3-bit RGB using various blocks that have been added to the game.
I guess an image could be stored as a series of 3-bit words that describe the color for each location on a grid.
hmm
so like imagine each pixel is made up of 4 subpixels, like a window
2-bit subpixel index (R-G-B-K), with 2-bit intensity (values 0-3), 4-bit position
voila! A 1 byte big pixel displaying to a 16x16 matrix with a palette of 32 different colors
EDIT: Wait, durr, this wouldn't work as you'd only be selecting a single subpixel channel. Hrm...
As the first comment in the link suggests--I have absolutely no clue what all this means
I wouldn't try to give it actual sub-pixels, since they wouldn't look very good in-game and the selection of blocks is wide enough that you could easily choose 12 or 16 block types and assign RGB values to them.
These are the colors available if you only used dyed wool/glass/clay blocks:
how about
RGBXXYYV
where RGB are flags to allow for 8 different colors in a 16x16 matrix with 1-bit intensity (either light or dark) giving you 16 total colors with 1 byte
So your eight light+dark color pairs would be white/light grey, black/dark grey, pink/red, violet/purple, cyan/navy, yellow/orange, grass/tree green, and... A "wild card" for teal and brown since those don't have light and dark versions in-game?