Choosing biomes themselves is not the problem. It's applying biome properties to generated cubes. The biome system was designed to have entire columns generated at once. Things like ravine and cave generators are disabled too for the same reason.
Lies! random.nextInt() solves all problems!
I really know next to nothing about the MC terrain generator, I only have a rough idea from observation, deduction, and other coding experience.
Let me go try to find some MC source classes so I can try and figure out how terrain gen actually works, otherwise random.nextInt WILL be the only meaningful input I can give
From what I've read, it seems you're planning (at some point) some sort of a 3D biomes. Is it actually... a (for example) bubble with desert biome let's say... 10 000 blocks below surface we started playing? If so - I hope it'll be optional. I'd love to have under my sufrace dirt and rocks only
3D biomes would be really cool, but idek if Cuchaz is planning to do them. They are not an easy thing to implement.
As for what they would do.... You ~could~ have a desert spawn like this if you wanted, with a forest above and some random patch of Taiga below for the hell of it. However, you would have to explicitly program it to do this. By default, a 3D biome system would play just like the vanilla system; with pseudo-realistic climates on the surface, and a whole heap of rock underground.
Currently, biome is stored on the x/z coordinate. This mans that your desert goes from the top of the sky to the bedrock at the bottom of the world.
Using 3D Biomes, it is stored in the x/z AND y coordinates. This means that your desert only needs to be a desert on the surface of the world. Above, in the sky, you might have a range of cool sky biomes. Below, under the ground, you could have a range of subterranean biomes, with different caves, rock formations, ore distributions, and so on.
Long story short, it gives an extra dimension of control over biomes, and lets modders/developers do many more cool things with them.
All of my MC plans are hinging on the release of this beautiful beast of a mod. There has to be some kind of email newsletter I can subscribe to in order to receive notification following it's release. Truly excellent work here.
Same here. First I was waiting for 1.8, but when I saw this thread... I only hope it'll be released soon and will be compatible with your, Cuchaz, Ship Mod. I haven't tried it yet but that exactly what I wanted to see in Minecraft. So... Tall Worlds with Ships mod = HEAVEN. And when someone make a submod with space travel to other planets - it'll be an ECSTASY.
YES! Tall Worlds Mod and Ships Mod will be amazing! Airships and submarines will be SOOO much more fun when there are tall mountains and deep oceans!
And it seems I imagined 3D biomes incorrectly. I thought it'd bo something like: -snip- Normal grass biome, rock under it and below it - sky and another (desert for example) biome. If it'd be something like that instead: -snip- Normal grass biome with other biomes in higher altitudes - then I'd be awesome.
The second one. =) Also, imagine big regions of underground area that aren't just stone and gravel.
Considering how much the colored light dude is talking on this, can we expect some kind of compatibility, or maybe even merging your APIs? I mean, by the looks of it you are both rewriting the lighting system, and both mods are too amazing (and previously thought impossible) to not use together. Also, have you done anything on negative height yet, or are you just not doing that? This mod looks more promising than some other CC mods I've seen. I hope it works out.
That's a legitimate question. My CPU is an AMD A8-6600K APU. The game is reading/writing files from/to a Razer 60GB SSD. Those are probably the only specs that matter for this test.
I should probably test on an old-style 5400 RPM HD some time. Or maybe get one of you to do it for me. =)
What is your normal FPS when running vanilla on a newer version, 1.6s or 1.7s maybe?
Considering how much the colored light dude is talking on this, can we expect some kind of compatibility, or maybe even merging your APIs? I mean, by the looks of it you are both rewriting the lighting system, and both mods are too amazing (and previously thought impossible) to not use together. Also, have you done anything on negative height yet, or are you just not doing that? This mod looks more promising than some other CC mods I've seen. I hope it works out.
I'm not planning on doing colored lights. Another mod can do that. I'm working on negative y worlds right now actually. I almost have it, but there are a few pesky issues standing in my way. I just need some more time to debug.
Biome generation and world modification as a result is not as easy as some might think, due to vanilla Minecraft's inherent assumption of a chunk structure for the world. Where one call to a function sufficed for the entire y-axis in vanilla, now multiple calls have to be made, due to being cubes, and the functions modified to take these calls into account.
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Not really. 60 FPS is the higest FPS the human eye can recongize, so going anything above that would just be a waste of your hardware as you don't really need it.
Not really. 60 FPS is the higest FPS the human eye can recongize, so going anything above that whould just be a waste of your heardware as you don't really need it.
Fail, the human eye can distinguish 200fps and beyond, the waste of resources comes from the limit your monitor has, if it's a 60hz one then your limit is 60fps, as 120hz = 120fps limit.
I would love this mod!! I would give ANYTHING to finally have a way to build tall skyscrapers, especially NYC ones.
I am very skilled in building cities so i hopefully start as soon as i can when this mod comes out! http://www.planetmin...y-abittermelon/
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^^ I hope you know the Twin Towers are not nor will ever be in Modern NYC. I mentioned this because on your project, I saw that based off of a picture for the map.
Lies! random.nextInt() solves all problems!
I really know next to nothing about the MC terrain generator, I only have a rough idea from observation, deduction, and other coding experience.
Let me go try to find some MC source classes so I can try and figure out how terrain gen actually works, otherwise random.nextInt WILL be the only meaningful input I can give
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
3D biomes would be really cool, but idek if Cuchaz is planning to do them. They are not an easy thing to implement.
As for what they would do.... You ~could~ have a desert spawn like this if you wanted, with a forest above and some random patch of Taiga below for the hell of it. However, you would have to explicitly program it to do this. By default, a 3D biome system would play just like the vanilla system; with pseudo-realistic climates on the surface, and a whole heap of rock underground.
Currently, biome is stored on the x/z coordinate. This mans that your desert goes from the top of the sky to the bedrock at the bottom of the world.
Using 3D Biomes, it is stored in the x/z AND y coordinates. This means that your desert only needs to be a desert on the surface of the world. Above, in the sky, you might have a range of cool sky biomes. Below, under the ground, you could have a range of subterranean biomes, with different caves, rock formations, ore distributions, and so on.
Long story short, it gives an extra dimension of control over biomes, and lets modders/developers do many more cool things with them.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
YES! Tall Worlds Mod and Ships Mod will be amazing! Airships and submarines will be SOOO much more fun when there are tall mountains and deep oceans!
The second one. =) Also, imagine big regions of underground area that aren't just stone and gravel.
Airships, submarines, and other secret plans. =)
also you should check out Link Removed
Yeah, I just check all my threads like a religious zealot. That seems to work.
Zealot'd
What is your normal FPS when running vanilla on a newer version, 1.6s or 1.7s maybe?
I'm not planning on doing colored lights. Another mod can do that. I'm working on negative y worlds right now actually. I almost have it, but there are a few pesky issues standing in my way. I just need some more time to debug.
I usually max out at 60. I run with vsync on. Anything higher than 60 fps is just wasting resources.
Need to get rid of that void fog though.
Side Note:
Biome generation and world modification as a result is not as easy as some might think, due to vanilla Minecraft's inherent assumption of a chunk structure for the world. Where one call to a function sufficed for the entire y-axis in vanilla, now multiple calls have to be made, due to being cubes, and the functions modified to take these calls into account.
Lies!!!
Fail, the human eye can distinguish 200fps and beyond, the waste of resources comes from the limit your monitor has, if it's a 60hz one then your limit is 60fps, as 120hz = 120fps limit.
Click Please!
Viva Argentina!
Here's a shot from deep underwater. Going much deeper than this will kill you. There are a number of bugs at y < 0, but we'll squash them.
I am very skilled in building cities so i hopefully start as soon as i can when this mod comes out!
http://www.planetmin...y-abittermelon/