![]() For example, a middle-school teacher assigned students a pre-history project, asking them to learn about that period’s culture, lifestyle, and historical limitations and assets. This collaborative sandbox game works well with open-ended projects where students construct their understanding and create their own adventures.Michelle Wendt, in SmartBrief, writes (amended slightly for readability) the following about these virtual environments: Isn’t that amazing? Don’t take my word for it. That means you can create and adapt it for your use in schools, and give it away for free to your students to take home. But what if you could find an alternate creative space as a free, open-source solution? A solution that would be available at no cost to anyone who wanted it? That’s where Minetest comes in. Games that allow for creative production foster players’ abilities for creative expression.įor many schools, playing, crafting, and learning have been limited to one solution that costs money, even if it offers extra benefits. If you can build it, you can better understand it. Visualization makes it easier to understand complex concepts. The immersive environment of virtual reality worlds engages children and hones their storytelling skills. Allowing children to become heroes of a story they create with others is powerful. Virtual reality worlds make that possible. It’s important that children have open-ended spaces to build and explore. A few of the ways it does that are highlighted in this AR article: Minetest.Virtual reality offers a way to encourage creativity in children. "zstd" method for compress/decompress (5.7.0) the amount of data in mod storage is not constrained by When using a mod storage backend that is not "files" or "dummy", VoxelManip:get_light_data accepts an optional buffer argument (5.7.0) allows get_sky to return a table instead of separate values (5.6.0) sprite-sheet particle animations can by synced to the lifetime particle textures support smooth fade and scale animations, and particlespawners support texpools and animation of properties, dynamic_add_media supports passing a table with options (5.5.0) ABM supports min_y and max_y fields in definition (5.5.0) thus changing the range of values from 0-179 to 0-240 (5.5.0) degrotate param2 rotates in units of 1.5° instead of 2° nodedef's use_texture_alpha accepts new string modes (5.4.0) Whether get_velocity() and add_velocity() can be used on players (5.4.0) Whether Collision info is available to an objects' on_step (5.3.0) Whether minetest.find_path is functional (5.2.0) Whether AreaStore's IDs are kept on save/load (5.1.0) Whether formspec_version may be used (5.1.0) Specifies whether binary data can be uploaded or downloaded using Object selectionbox is settable independently from collisionbox objects (ie: players and lua entities) (5.0.0) Chat messages are no longer predicted (0.4.16) add_entity supports passing initial staticdata to on_activate Unique Area ID for AreaStore:insert_area (0.4.14) Texture grouping is possible using parentheses (0.4.11) Tree and grass ABMs are no longer done from C++ (0.4.8) The transparency channel of textures can optionally be used on Get_all_craft_recipes_works = true, - 0.4.7 Minetest.features: Table containing API feature flags version/release number)Ĭan be manually read from nf in the game's root directory. Minetest.get_game_info(): returns a table containing information about theĬurrent game. Does not include disabled mods, even if they are installed.minetest.get_modnames(): returns a list of enabled mods, sorted alphabetically.Works regardless of whether the mod has been loaded yet.Returns nil if the mod is not enabled or does not exist (not installed).minetest.get_modpath(modname): returns the directory path for a mod,Į.g.minetest.get_current_modname(): returns the currently loading mod's name,.'minetest' namespace reference ¶ Utilities ¶
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