Cynimal | MCPK - How blips work @Cynimal | Uploaded February 2021 | Updated October 2024, 2 hours ago.
Previous video in this series: Stepping (youtu.be/Awa9mZQwVi8)
Once you understand how stepping works, it's quite easy to visualize why blip-ups happen.
Slight update to the color scheme of the animation - I find this version more faithful to Minecraft's aesthetic (the previous sky color was way too saturated, and the lighting was off). Still improvements to be made.
The next videos will cover jump-cancelling, and wall blips (which are harder to explain because it involves all three axes)
0:00 - Introduction
0:25 - "Normal" Blips
1:32 - Blip-ups
Essentially, the only thing that sets blips apart from regular stepping is that the game resets the bounding box to the player's current height when attempting to step up (it would be more natural to have it reset below the player, at ground level).
Blips are basically the same in Pre-1.8. The 1.8+ alternative method is not mentioned in the video because it involves ceilings, which are not relevant to blips in general, but you can imagine the difference this could potentially have for Pre-1.8 vs 1.8+.
Also, carpets don't have a collision box in 1.7.
Blip-ups are patched in 1.14+, but interestingly that version introduces a new blip variant, the "blip-down", which is not quite as useful.
(you can ignore the following if you don't care about version 1.8.0 specifically).
One thing to note (and I'll mention it again in the video concerning jump-cancelling) is that 1.8.0 has a slight caveat to the way it handles "moving the bounding box back down" (e.g. 1:17) in the context of blips - it moves 0.6b downward regardless of the amount it was previously brought up. When no ceiling is present, this doesn't matter as the height is increased by 0.6, then decreased by 0.6. But if there is a ceiling, the resulting height could end up lower than expected, and entities can even glitch into the ground (especially noticeable when attempting to grind in 1.8.0, which doesn't work in that version).
Ocean by KV youtube.com/c/KVmusicprod
Creative Commons — Attribution 3.0 Unported — CC BY 3.0
Free Download / Stream: bit.ly/2OCvpHU
Music promoted by Audio Library youtu.be/a8ctDtA7OK8
Previous video in this series: Stepping (youtu.be/Awa9mZQwVi8)
Once you understand how stepping works, it's quite easy to visualize why blip-ups happen.
Slight update to the color scheme of the animation - I find this version more faithful to Minecraft's aesthetic (the previous sky color was way too saturated, and the lighting was off). Still improvements to be made.
The next videos will cover jump-cancelling, and wall blips (which are harder to explain because it involves all three axes)
0:00 - Introduction
0:25 - "Normal" Blips
1:32 - Blip-ups
Essentially, the only thing that sets blips apart from regular stepping is that the game resets the bounding box to the player's current height when attempting to step up (it would be more natural to have it reset below the player, at ground level).
Blips are basically the same in Pre-1.8. The 1.8+ alternative method is not mentioned in the video because it involves ceilings, which are not relevant to blips in general, but you can imagine the difference this could potentially have for Pre-1.8 vs 1.8+.
Also, carpets don't have a collision box in 1.7.
Blip-ups are patched in 1.14+, but interestingly that version introduces a new blip variant, the "blip-down", which is not quite as useful.
(you can ignore the following if you don't care about version 1.8.0 specifically).
One thing to note (and I'll mention it again in the video concerning jump-cancelling) is that 1.8.0 has a slight caveat to the way it handles "moving the bounding box back down" (e.g. 1:17) in the context of blips - it moves 0.6b downward regardless of the amount it was previously brought up. When no ceiling is present, this doesn't matter as the height is increased by 0.6, then decreased by 0.6. But if there is a ceiling, the resulting height could end up lower than expected, and entities can even glitch into the ground (especially noticeable when attempting to grind in 1.8.0, which doesn't work in that version).
Ocean by KV youtube.com/c/KVmusicprod
Creative Commons — Attribution 3.0 Unported — CC BY 3.0
Free Download / Stream: bit.ly/2OCvpHU
Music promoted by Audio Library youtu.be/a8ctDtA7OK8