You know what I think would be cool? Waves. Waves would be cool.
Waves would lag and do nothing important at all. And they'd be huge. We already have animated wave effects on the water blocks anyways. (they aren't AMAZING, but they're there)
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This may be a fad, but I love dragons, so why the heck not?
You know what I think would be cool? Waves. Waves would be cool.
Waves would lag and do nothing important at all. And they'd be huge. We already have animated wave effects on the water blocks anyways. (they aren't AMAZING, but they're there)
Given the system I suggested above, I don't believe that waves would lag, as long a they were entirely client-side. the small waves are ideal for lakes/rivers, but for oceans actual block waves would add a lot of immersivity. (it's totally a word)
In non-infinite maps, this would be easier because it already knows which water tiles are infinite and finite and could just draw and expend water x blocks above/below the level line over the infinite water blocks. In infinite maps it would have to know which water blocks within a player's drawn/calculated area were part of a major water body and have them rise. I don't think it would cause too much lag for players in infinite anyway since a player will only register chunk updates within a certain radius of themselves(and other players?). Would be the equivalent of flooding two or three levels of a 255x255 map.
In non-infinite maps, this would be easier because it already knows which water tiles are infinite and finite and could just draw and expend water x blocks above/below the level line over the infinite water blocks. In infinite maps it would have to know which water blocks within a player's drawn/calculated area were part of a major water body and have them rise. I don't think it would cause too much lag for players in infinite anyway since a player will only register chunk updates within a certain radius of themselves(and other players?). Would be the equivalent of flooding two or three levels of a 255x255 map.
Which makes my computer turn off.
Rollback Post to RevisionRollBack
This may be a fad, but I love dragons, so why the heck not?
In non-infinite maps, this would be easier because it already knows which water tiles are infinite and finite and could just draw and expend water x blocks above/below the level line over the infinite water blocks. In infinite maps it would have to know which water blocks within a player's drawn/calculated area were part of a major water body and have them rise. I don't think it would cause too much lag for players in infinite anyway since a player will only register chunk updates within a certain radius of themselves(and other players?). Would be the equivalent of flooding two or three levels of a 255x255 map.
From the sounds of it, all water will be 'infinite' in infdev, with restrictions placed on its behavior to act like finite, such as neverending waterfalls that result in a 3-block long stream at the bottom. I do think the game should know which blocks are 'oceans' and which are regular water (Shouldn't be too hard)
At this point, if we go with my suggestion, have tides and/or waves be simply a function of a sea level that spans multiple blocks in height, and have the client decide which location is visible/swimable based on the time of day, it wouldn't require any chunk updates! As far as I understand. The water would always be there, at high tide level, it just would be invisible half the time.
I want to be able to fly.
Waves would lag and do nothing important at all. And they'd be huge. We already have animated wave effects on the water blocks anyways. (they aren't AMAZING, but they're there)
Given the system I suggested above, I don't believe that waves would lag, as long a they were entirely client-side. the small waves are ideal for lakes/rivers, but for oceans actual block waves would add a lot of immersivity. (it's totally a word)
Which makes my computer turn off.
From the sounds of it, all water will be 'infinite' in infdev, with restrictions placed on its behavior to act like finite, such as neverending waterfalls that result in a 3-block long stream at the bottom. I do think the game should know which blocks are 'oceans' and which are regular water (Shouldn't be too hard)
At this point, if we go with my suggestion, have tides and/or waves be simply a function of a sea level that spans multiple blocks in height, and have the client decide which location is visible/swimable based on the time of day, it wouldn't require any chunk updates! As far as I understand. The water would always be there, at high tide level, it just would be invisible half the time.
Dwarf Fortress crashes.
Oh, wait, wrong game.