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Roujel Williams SIsilicon

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  • St. Ann, Jamaica
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SIsilicon / Painting postprocess.shader
Last active September 20, 2024 15:51
Godot Painting Post procssing effect
shader_type canvas_item;
uniform sampler2D distort_texture;
uniform float fade : hint_range(0.0, 1.0) = 0.86;
uniform float desat : hint_range(0.0, 1.0) = 0.3;
uniform float scale = 0.009;
uniform float intensity = 0.041;
uniform int kuwahara_radius = 4;
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SIsilicon / godot_web_file_manager.js
Last active August 23, 2021 20:39
Godot Web File Manager Script
function open_window() {
console.log('Hello World');
}
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SIsilicon / piston_parity.md
Created July 10, 2022 17:40
Ideas for achieving piston parity in Minecraft

Problem

Minecraft Java and Bedrock edition's redstone are very similar to each other. The only place where they are clearly not alike are with pistons. The pistons on both versions have pros and cons. Java's pistons can rapid fire and drop blocks, but they are also quirky; especially when it comes to piston update order. Bedrock's pistons can move more kinds of blocks, but they can't drop blocks (since they actually finish extending before retracting), and their update order is random, but in a more predictable way.

If Minecraft will ever have redstone parity, it will not only need to combine the best of both worlds in terms of redstone, but will also need to change pistons in a way that makes them powerful, yet intuitive.

Proposal

I believe to achieve piston parity, firstly piston order needs to be revamped. It must be easy to understand (like Bedrock) but must also be consistent (like Java, to an extent). By making sure any machine involving pistons works the same way, no matter how many times it