When you insert a new block into the world IF you have a height map, you can update the height map while inserting easily by just comparing the y position of the block you're inserting/removing and the value of the height map. ...
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.
I know you aren't making colored lights, but the developer of the colored lights mod was commenting on this earlier on in the thread, and I was wondering if your mod and his would work together. Also, how do you think this will work with the metaworlds mod? I doubt it will work, but you never know. I'm only asking because this, colored lights, and editable vehicles (like ships mod but you can edit without decompiling into normal blocks) are all supposed to be impossible, and, well, here we are.
I know you aren't making colored lights, but the developer of the colored lights mod was commenting on this earlier on in the thread, and I was wondering if your mod and his would work together. Also, how do you think this will work with the metaworlds mod? I doubt it will work, but you never know. I'm only asking because this, colored lights, and editable vehicles (like ships mod but you can edit without decompiling into normal blocks) are all supposed to be impossible, and, well, here we are.
I have no idea how Tall Worlds will interact with other mods. We'll cross that bridge later.
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Cuchaz,
In the screenshot lit with sunlight, how high on the Y axis did you spawn chunks?
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My forum icon was painted by Frank Frazetta.
It is the cover art for a book by Edger Rice Burroughs called 'The Mad King.'
This is my small tribute to a great artist.
Cuchaz, In the screenshot lit with sunlight, how high on the Y axis did you spawn chunks?
In that screenshot, the room is about 470 blocks below the surface. All nearby cubes up to the surface were generated, but only a small portion of them were loaded at the time of the screenshot.
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This mod may become so many things for so many people.
Sea level equals Y.0 is exellent. It makes the Y coordinate more intuitive.
The idea of deep oceans is very exiting. Tall mountains too, yet exploring deepths unfathomable... I doubt I will travel 20,000 leagues while under the sea. That would circimnavigate the globe 4+ times. In MC scale more like 200 kilometers under the sea.
By the way a fathom is about 6 feet and a league is about 3 miles.
Will this or ships mod depend on M3L in the future? Or will M3L be a stand alone project for mod pack conflict resolutions.
I guess I am asking, if mods like this one and Ships mod will need to be writen for M3l from the start of will M3L find them easily?
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My forum icon was painted by Frank Frazetta.
It is the cover art for a book by Edger Rice Burroughs called 'The Mad King.'
This is my small tribute to a great artist.
This mod may become so many things for so many people. Sea level equals Y.0 is exellent. It makes the Y coordinate more intuitive. The idea of deep oceans is very exiting. Tall mountains too, yet exploring deepths unfathomable... I doubt I will travel 20,000 leagues while under the sea. That would circimnavigate the globe 4+ times. In MC scale more like 200 kilometers under the sea. By the way a fathom is about 6 feet and a league is about 3 miles. Will this or ships mod depend on M3L in the future? Or will M3L be a stand alone project for mod pack conflict resolutions. I guess I am asking, if mods like this one and Ships mod will need to be writen for M3l from the start of will M3L find them easily?
I'm planning to convert Ships Mod to use M3L instead of Forge for the eventual 1.7.2 release after the end of the beta period.
To state simply, I was drooling (almost literally) when I saw how fast the chunks loaded vertically in your second demo video. What was once thought impossible is being brought to life before our eyes. You, sir, are truly a god among men in the world of coding.
On a slightly separate note, I like the fact that you plan to have things so customizable. While some people would want massive underground biomes and realms beyond the stars, people like myself would just want a Vanilla landscape that's just a bit taller. And you seem to be setting things up so that both things would be possible. Thank you.
Mad respect for this project of yours sir. Found it a few days ago doing some world height research to see what was available and have been following the conversation very closely since. I'm one of the contributors on the TerrainControl project for Bukkit and Forge so I'm pretty excited to see what you are going to do with respect to terrain generation and biomes. Keep up the epic coding!
Biomes are currently back in operation, but the block replacement is funky as a result of breaking up the chunks into cubes. I'll be spending more time trying to figure out a solution that will work, but it may take some doing.
Have some screenshots, though:
Working biome generator, kinda-working biome block replacement, new terrain generator. The dark area is supposed to be Roofed Forest.
This was a whoopsie in the generation. I had to go back to a 2d image generator to figure out what happened in this one. The noise frequency was set to way too high. I had to zoom in to about 500,000x to get what I expected to see.
This was a whoopsie in the generation. I had to go back to a 2d image generator to figure out what happened in this one. The noise frequency was set to way too high. I had to zoom in to about 500,000x to get what I expected to see.
Something like that would be really cool on the bottom of some parts of oceans. I can just see parts of shipwrecks littering that, heh heh.
I've always thought that random sunken or partially sunken ships scattered around maps would add a lot of atmosphere (especially with the complete lack of ocean deco and variety), and also a great place to find loot in chests and such. Perhaps the deeper the wreckage the better the loot?
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- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
Looks promising - but raises new question - I haven't played Minecraft for months, but view range here seems rather far, further than in vanilla Minecraft. I hope this mod (since you managed to increase FPS and overall performance) will have an option to set view range much further than in vanilla. Having tall mountains and not being able to see them would be bad IMO.
I don't know, it doesn't seem any farther than Far for me.
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if the colors in my posts don't make sense don't worry about it
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also you should check out Link Removed
Since the chunk generation is modified for this "mod", anyways, have you ever thought aboutinstead of working with the "infinite" world on the x-y-axis to use a "looping world" system instead?
Preset max size in x and y, if you go out on one side you get back in on the other one.
This would create a virtually infinite, round world, while keeping memory space and map generation effort low.
This would be an interesting concept.
Generating a planet, by doing a "diamond shape" set of chunks to have less chunks to the north and south and a larger equator.
One of the great concept of minecraft is how infinite it is, but we rarely use that size, and for some concepts, it is detrimental. (PvP, resource scarcity and trade routes)
Doing that, we could have a "logical" biome generation:
- with arctic circles on each poles
- Plaque tectonic with moutains and volcano biomes on the "rifts"
- Altitude based biomes
- rivers flowing down hill
- Desert/jungle biomes towards the equator
Most of this is terrain generation. But this could also include a patch of the compass to always point north.
It would definitely be cool to have a mod that would make such a thing into an option. But it would not be any kind of replacement for what this mod will do. Of course, if Cuchaz decides to add some kind of option to this mod for such a feature then that would be grand, so long as the normal grand purpose of this mod is also available.
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
Dude, amazing work Since the chunk generation is modified for this "mod", anyways, have you ever thought about instead of working with the "infinite" world on the x-y-axis to use a "looping world" system instead? Preset max size in x and y, if you go out on one side you get back in on the other one. This would create a virtually infinite, round world, while keeping memory space and map generation effort low.
Looping worlds are certainly possible. It might not even be that hard to get a terrain generator to do it. The hardest part would be getting the coordinate system to start using modulo arithmetic. That will probably require an obscene amount of changes to vanilla code.
Let me clear up some misconceptions though.
The type of "round" world you're talking about is distinctly different from the shape of a planet. If we take the x and z coordinates and loop them back around on each other, topologically, that creates a torus. Mathematically, it's the multiplication of two circles. Sadly, a planet is a sphere, and that's a completely different kind of "round" object. You can't create one by multiplying circles together. What that means in practice is, this "round" world made by looping x and z coordinates won't actually have any poles. There is always a well-defined North, of course, but there's no point at which all directions are south. Essentially, you'd be able to travel north forever.
Having said all that, I'm not terribly interested in making toroid worlds right now. Let me just do tall worlds and see where that gets us. =)
Basically, yes.
There are also other ways to solve this problem.
I know you aren't making colored lights, but the developer of the colored lights mod was commenting on this earlier on in the thread, and I was wondering if your mod and his would work together. Also, how do you think this will work with the metaworlds mod? I doubt it will work, but you never know. I'm only asking because this, colored lights, and editable vehicles (like ships mod but you can edit without decompiling into normal blocks) are all supposed to be impossible, and, well, here we are.
I have no idea how Tall Worlds will interact with other mods. We'll cross that bridge later.
Here's one shot showing an underground room at -400 lit with torches.
And here's another room down deep lit by a single shaft of sunlight.
In the screenshot lit with sunlight, how high on the Y axis did you spawn chunks?
It is the cover art for a book by Edger Rice Burroughs called 'The Mad King.'
This is my small tribute to a great artist.
EDIT: Fixed!
In that screenshot, the room is about 470 blocks below the surface. All nearby cubes up to the surface were generated, but only a small portion of them were loaded at the time of the screenshot.
Work in progress
Sea level equals Y.0 is exellent. It makes the Y coordinate more intuitive.
The idea of deep oceans is very exiting. Tall mountains too, yet exploring deepths unfathomable... I doubt I will travel 20,000 leagues while under the sea. That would circimnavigate the globe 4+ times. In MC scale more like 200 kilometers under the sea.
By the way a fathom is about 6 feet and a league is about 3 miles.
Will this or ships mod depend on M3L in the future? Or will M3L be a stand alone project for mod pack conflict resolutions.
I guess I am asking, if mods like this one and Ships mod will need to be writen for M3l from the start of will M3L find them easily?
It is the cover art for a book by Edger Rice Burroughs called 'The Mad King.'
This is my small tribute to a great artist.
I'm planning to convert Ships Mod to use M3L instead of Forge for the eventual 1.7.2 release after the end of the beta period.
On a slightly separate note, I like the fact that you plan to have things so customizable. While some people would want massive underground biomes and realms beyond the stars, people like myself would just want a Vanilla landscape that's just a bit taller. And you seem to be setting things up so that both things would be possible. Thank you.
Have some screenshots, though:
Working biome generator, kinda-working biome block replacement, new terrain generator. The dark area is supposed to be Roofed Forest.
This was a whoopsie in the generation. I had to go back to a 2d image generator to figure out what happened in this one. The noise frequency was set to way too high. I had to zoom in to about 500,000x to get what I expected to see.
Something like that would be really cool on the bottom of some parts of oceans. I can just see parts of shipwrecks littering that, heh heh.
I've always thought that random sunken or partially sunken ships scattered around maps would add a lot of atmosphere (especially with the complete lack of ocean deco and variety), and also a great place to find loot in chests and such. Perhaps the deeper the wreckage the better the loot?
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
*slowly claps* XD
also you should check out Link Removed
also you should check out Link Removed
It would definitely be cool to have a mod that would make such a thing into an option. But it would not be any kind of replacement for what this mod will do. Of course, if Cuchaz decides to add some kind of option to this mod for such a feature then that would be grand, so long as the normal grand purpose of this mod is also available.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Looping worlds are certainly possible. It might not even be that hard to get a terrain generator to do it. The hardest part would be getting the coordinate system to start using modulo arithmetic. That will probably require an obscene amount of changes to vanilla code.
Let me clear up some misconceptions though.
The type of "round" world you're talking about is distinctly different from the shape of a planet. If we take the x and z coordinates and loop them back around on each other, topologically, that creates a torus. Mathematically, it's the multiplication of two circles. Sadly, a planet is a sphere, and that's a completely different kind of "round" object. You can't create one by multiplying circles together. What that means in practice is, this "round" world made by looping x and z coordinates won't actually have any poles. There is always a well-defined North, of course, but there's no point at which all directions are south. Essentially, you'd be able to travel north forever.
Having said all that, I'm not terribly interested in making toroid worlds right now. Let me just do tall worlds and see where that gets us. =)
You!!! =P