why cant we have infinite worlds
#1
Posted 08 April 2012 - 08:08 PM
A. There have been several games like minecraft that have crafting and infinite worlds without crashing
B. It is something called render distance
#3
Posted 08 April 2012 - 09:27 PM
jordy2254, on 08 April 2012 - 08:08 PM, said:
A. There have been several games like minecraft that have crafting and infinite worlds without crashing
B. It is something called render distance
Render distance is a completely different thing from world generation. The render distance is how much of the generated world can be shown.
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#4
Posted 08 April 2012 - 09:33 PM
#5
Posted 08 April 2012 - 09:37 PM
You can also find me playing this: http://bitfighter.net/
#6
Posted 08 April 2012 - 09:47 PM
BlackBoid, on 08 April 2012 - 09:27 PM, said:
Render distance is a completely different thing from world generation. The render distance is how much of the generated world can be shown.
And that is a poor excuse for an argument. If you think eden's capabilities to generate new terrain on the fly should be ignored simply because you don't like it, you're wrong. Eden is a fine example of how an application like minecraft could have infinite worlds. Sure it lags a little, but the creators of eden have found a way to minimize the inconvenience just as Mojang could.
And to answer the OPs question, I believe that it's totally possible both performance and development wise. It'll just take a while to work out into a mixture of efficient and solid code.

Previously known as GreyZap
#7
Posted 08 April 2012 - 09:49 PM
GreyZap, on 08 April 2012 - 09:47 PM, said:
And that is a poor excuse for an argument. If you think eden's capabilities to generate new terrain on the fly should be ignored simply because you don't like it, you're wrong. Eden is a fine example of how an application like minecraft could have infinite worlds. Sure it lags a little, but the creators of eden have found a way to minimize the inconvenience just as Mojang could.
And to answer the OPs question, I believe that it's totally possible both performance and development wise. It'll just take a while to work out into a mixture of efficient and solid code.
You can also find me playing this: http://bitfighter.net/
#8
#9
Posted 08 April 2012 - 09:54 PM
BlackBoid, on 08 April 2012 - 09:49 PM, said:
If you think minecraft is better, then why can't Mojang make it work? (btw, Eden's chunks are MUCH bigger than 16x)

Previously known as GreyZap
#10
Posted 08 April 2012 - 10:22 PM
GreyZap, on 08 April 2012 - 09:54 PM, said:
You can also find me playing this: http://bitfighter.net/
#11
Posted 08 April 2012 - 11:16 PM
BlackBoid, on 08 April 2012 - 10:22 PM, said:
When you're talking about performance of an application it's not just about the hardware. I mean, you could rely on pure ram to generate/load as you go, but that would be irrational. What Aron could do is allocate virtual ram and buffer the chunks in the background before they're actually rendered. Or he could even change the loading process so that when the world loads when you first enter it loads the binary version of every chunk and calls on those temporary replacements (as binery is much faster than decimals and characters). There are many ways infinite maps could be implimented without throwing away speed and performance.

Previously known as GreyZap
#12
Posted 08 April 2012 - 11:16 PM
#13
Posted 08 April 2012 - 11:18 PM
maces006, on 08 April 2012 - 11:16 PM, said:
Si

Previously known as GreyZap
#14
Posted 09 April 2012 - 07:13 AM
PAandW, on 08 April 2012 - 09:51 PM, said:
Minebuilder... It's a total knockoff of Minecraft, but it still has crafting and infinite worlds. It runs without lag too.
#18
Posted 09 April 2012 - 12:46 PM












