eeh 50% support since Minecraft is made in Java the max height is like 2147000000 little bit higher.They already updated the height level once I can remember it was either 1.2 or 1.3? Tho i do support the dig deep thing.I would say nether would be at most -400.
Terminal velocity is about 80m/s. To keep the player in a loaded chunk, you'd need a 3x3 column of chunks straight down. That would mean loading 45 chunks per second. Each chunk is 1/16th of a current 256 high chunk though.
What about this: project the player's position in small amount of time using his current velocity. Draw a line between the player and this projected position and load chunks starting with those closest to the line. This would load chunks in a capsule shape, and hopefully the capsule would cover the path the player is about to take.
The waterfall problem technically already exists in minecraft. If you built a 500 block long aqueduct, put a bucket of water in one end and teleport to the other, the water would never reach the other end. It would be more apparent with water falling straight down in an infinitely high world, but I don't think it would be a deal breaker.
Skylight is the one I can't figure out. When placing blocks, you could cache the shadows cast at the bottom of the currently loaded volume. If you load a chunk underneath, it would check if shadows have been cast in the column above it. When removing blocks however, you'd have to iterate all the way to the cache to make sure nothing else is casting a shadow. I can't think of anything that doesn't get more expensive with height. If you simply waited until all the chunks in between were loaded, you could climb a tall tower and build a huge platform and it wouldn't cast a shadow until you climbed back down.
Unless someone can think of a way to fake skylight, I think this is a dead end. It was fun thinking about it though.
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As many other folks pointed out, the lag increase would (most likely) be tremendous.
HOWEVER! Why not make the build height larger? 256 blocks, is not that many if you think about it. Heck, most of the fortresses are twice that distance from spawn...
The build height, in my opinion, would be nice if it were 1024. At least "going up" from 64 (ground layer). I'd say leave underground alone, so as to avoid having to deal with the issues of "ores spawning" and what not.
Furthermore, to help on "lesser computers/machines" have the world height settable, much like the rest of the world generation options. Heck, in the server.properties file I can set the build height (up to 256 of course) on a server anyway.
There is a reason the heightlimit is as high as it is. If it was higher it would lagg the hell out of your computer, minecraft render every block, even airblocks. But this has been said all ready, no need for me to repeat it. No support from me. (anyway's there are a mod who rewrites generation. You can get insane height limit.
I can only imagine all the lag coming out of infinite height and depth... Although I do think the world height should be slightly raised, this is way overboard.
Nocte brings up a good point, but I daresay that increasing world height would exacerbate the problem and would allow trolls to lag out the system far faster :D.
On the contrary. Since there is less data generated per column that comes into view, the problem is alleviated.
How would there be less data generated by running in a straight line with increased Y? Unless the solution is to turn chunks into 16x16x16 which would be an effective solution.
As current, we generate a world radius of 11x11 chunks IIRC. This is 7,929,856 blocks to render. Entering a new chunk will load 720,896 new blocks as current.
If we render 3D chunks of 16x16x16, you're looking at 4096 blocks per chunk. At 11x11x11, you're looking at initial loads of 5,451,776 blocks. Whenever you enter a new chunk, you load a new 495,616 blocks.
So, rendering 16x16x16 means a 68.75% gain in efficiency, but this comes at a sacrifice of X and Z max distance in addition to other problems such as lighting, etc.
Indeed. Lighting becomes tricky when a player decides to build a sky city which unintentionally griefs another player by planting their terrestrial creations in perpetual night. Still, given concerns, I'd say that keeping a 16x16x256 chunk system, but laying one on top of the next with lighting calculations per chunk would be more feasible.
Essentially, each chunk row would have it's own lighting calculations.
0~255 would have it's own light propogation, 256~511 would have it's own as well. Doing this would remove skybox effects, even if the player built his sky castle at exactly 256. Building it at 255 would still cause eternal dark though.
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Terminal velocity is about 80m/s. To keep the player in a loaded chunk, you'd need a 3x3 column of chunks straight down. That would mean loading 45 chunks per second. Each chunk is 1/16th of a current 256 high chunk though.
What about this: project the player's position in small amount of time using his current velocity. Draw a line between the player and this projected position and load chunks starting with those closest to the line. This would load chunks in a capsule shape, and hopefully the capsule would cover the path the player is about to take.
The waterfall problem technically already exists in minecraft. If you built a 500 block long aqueduct, put a bucket of water in one end and teleport to the other, the water would never reach the other end. It would be more apparent with water falling straight down in an infinitely high world, but I don't think it would be a deal breaker.
Skylight is the one I can't figure out. When placing blocks, you could cache the shadows cast at the bottom of the currently loaded volume. If you load a chunk underneath, it would check if shadows have been cast in the column above it. When removing blocks however, you'd have to iterate all the way to the cache to make sure nothing else is casting a shadow. I can't think of anything that doesn't get more expensive with height. If you simply waited until all the chunks in between were loaded, you could climb a tall tower and build a huge platform and it wouldn't cast a shadow until you climbed back down.
Unless someone can think of a way to fake skylight, I think this is a dead end. It was fun thinking about it though.
HOWEVER! Why not make the build height larger? 256 blocks, is not that many if you think about it. Heck, most of the fortresses are twice that distance from spawn...
The build height, in my opinion, would be nice if it were 1024. At least "going up" from 64 (ground layer). I'd say leave underground alone, so as to avoid having to deal with the issues of "ores spawning" and what not.
Furthermore, to help on "lesser computers/machines" have the world height settable, much like the rest of the world generation options. Heck, in the server.properties file I can set the build height (up to 256 of course) on a server anyway.
Trolls could easily keep digging down to rapidly increase lag and file size.
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Trolls work in teams.
One could go down, the other goes in a straight line.
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If we render 3D chunks of 16x16x16, you're looking at 4096 blocks per chunk. At 11x11x11, you're looking at initial loads of 5,451,776 blocks. Whenever you enter a new chunk, you load a new 495,616 blocks.
So, rendering 16x16x16 means a 68.75% gain in efficiency, but this comes at a sacrifice of X and Z max distance in addition to other problems such as lighting, etc.
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"Just because something could happen, doesn't mean it will happen"
Just sayin'
Furthermore, if this was added as a toggle ability...well then turn it off on servers worried about trolls.
As for me, I just make sure I know who all joins my server. And I moderate it accordingly...
Essentially, each chunk row would have it's own lighting calculations.
0~255 would have it's own light propogation, 256~511 would have it's own as well. Doing this would remove skybox effects, even if the player built his sky castle at exactly 256. Building it at 255 would still cause eternal dark though.
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would
lag
an
awful
f@!$ing
lot.
is
when
you
make
an
opinion
without
reading
the
OP.
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