Would you mind elaborating on how the cubic chunk system and the world generator interface? I'd assume the chunk system only requires a "GetChunkAt()" function, is this true? This new system opens the gates for a huge variety of different terrains and I'd hate seeing a huge wall coders had to climb over to create new world generators.
Are you still working on this? I'm building the London traction city (http://forums.spacebattles.com/threads/realism-of-traction-cities.198542/) from the Mortal Engines book, and the world, unfortunately, isn't 667 blocks tall, as i need to build it to scale. Will you release the tools I need to expand my world vertically? Yes, 667 meters is stupidly tall, but My build must be to scale.
Are you still working on this? I'm building the London traction city (http://forums.spacebattles.com/threads/realism-of-traction-cities.198542/) from the Mortal Engines book, and the world, unfortunately, isn't 667 blocks tall, as i need to build it to scale. Will you release the tools I need to expand my world vertically?
It should be out in a week or two is what i have heard
I mean the 1.8.3 version that was just released a few weeks ago. Not the alpha/beta version.
I read "blah blah will be released in a few weeks" perhaps i should be a bit more cautious about speed reading stuff (was when i was leaving for work yesterday)
Oh no, that's the classic "It'll be released in two months." gig back over from the Mythruna community. Creator says "We'll be in Alpha in two months." every two months or so.
I'm very eager to start playing again once you've released your mod. I've spent some time yesterday reading through your code and I'm truly impressed by how organized everything turned out so far. Its been a while since I modded myself and forgot most of Minecraft's internal code structure, but one thing I do remember is the sometimes outright weird setup. Reading through your code is pretty much like reading a book.
As I understand it, you're not doing any world generation merely for lighting purposes, is that right? Several months ago, there was a big discussion going on regarding shadows of floating islands and such resulting in many people not trying to tackle the issue, because 100% accurate lighting would require generating all of the blocks up to the sky limit.
Thanks! I like to keep my code tidy. Keep in mind that the Minecraft "code" you see is written by a deobfuscator, not a human, so it won't make as much sense as code written by a real human.
And yeah, that's the only unsolvable problem with a cubic chunk system. You can only light the world that has been generated. Bits of the world could generate later that will change the lighting of already-generated bits. My lighting engine can handle this, but it means that the stupidly huge cave scenario might not light correctly until the roof of the cave is generated.
I don't think you should be concerned about this. The chunk system is responsible for managing the world, not for generating it and you thereby may outsource the lighting problems to the world generator. The generator will have more information about its lighting situations than the chunk system has and may therefor do some additional magic for handling artifacts. If I write a generator creating huge caverns, I may for example be interested in generating a little further upwards, whilst a totally flat generator doesn't care.
Lighting is currently completely independent from world generation. Coupling them like you suggest may be one way to solve the "huge cave" problem. That assumes that the generator knows it's generating a huge cave though. With randomly generated terrain, I could see how the generator might never know it's actually making a huge cave. Although, I'm not really interested in the huge cave problem because the generators we have now are unlikely to ever generate huge caves. It seems like a purely theoretical problem for now.
So, apparently, someone made a 1,493 block high skyscraper but that was with an outdated mod... I can't wait for this to finish so I can beat that record!
I can see some problems where someone goes caving, walks into unexplored chunks, and a ravine has sunlight in it for a second before the roof loads. On lower render distances, the roof may never load.
Yeah, they'll basically work correctly.
Wait, by version 1.8.3... do you mean the latest update 1.8.3, and not an alpha/beta 1.8.3?
"Jesus Christ now I realize how messed up I've made my characters....." -booksmusicanime, after writing a "Thought Experiment" post.
"Code Lyoko was such a badass show." - Morgan Elliott from Twitter, after agreeing with me that they should add Odd's hair into TUG!
I mean the 1.8.3 version that was just released a few weeks ago. Not the alpha/beta version.
Everything is open source. See for yourself:
https://github.com/TallWorlds/CubicChunks
You may be particularly interested in these classes:
https://github.com/TallWorlds/CubicChunks/blob/develop/src/main/cubicchunks/world/column/Column.java
https://github.com/TallWorlds/CubicChunks/blob/develop/src/main/cubicchunks/world/cube/Cube.java
There are no changes to the World class API or IBockAccess interface.
More progress! This time we have a working lighting system!
http://imgur.com/gallery/BsGqn
Imgur usersub doesn't seem to like it.
I think it is amazing.
EDIT: Member since December 2013 and no other posts and only 6 comments? Lurker.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
Lol, I think random imgur people are stumbling onto my album. I'm not surprised they don't get it.
And yes, my lurker level is over 9000. =)
Let's see what reddit thinks of this.
http://www.reddit.com/r/Minecraft/comments/322q1p/lighting_system_for_tall_worlds_mod_raising_the/
Im excited to see how this comes along, I wanna see this comined with a mod like RWG just coded to fit in with your mod for amazing worlds.
Great work man!
Are you still working on this? I'm building the London traction city (http://forums.spacebattles.com/threads/realism-of-traction-cities.198542/) from the Mortal Engines book, and the world, unfortunately, isn't 667 blocks tall, as i need to build it to scale. Will you release the tools I need to expand my world vertically? Yes, 667 meters is stupidly tall, but My build must be to scale.
wow Realistic World Gen mod would totally rock although i believe they're doing their own version built in.
It should be out in a week or two is what i have heard
Be involved in the Survival of Modding in the Post-Notch Era. Enigma + M3L + LiteLoader/API + BlazeLoader {ALL Open-Source!}
Really? Where do you guys hear this stuff?
oh sorry nvm i miss read one of your post
I read "blah blah will be released in a few weeks" perhaps i should be a bit more cautious about speed reading stuff (was when i was leaving for work yesterday)
Be involved in the Survival of Modding in the Post-Notch Era. Enigma + M3L + LiteLoader/API + BlazeLoader {ALL Open-Source!}
can you tell me how you did it, I would legitimately like to know
Aaand by that... you still mean the alpha/beta version?Awesome progress man! I actually thought you gave up on this... one of my favorite mods back in the days of Cubic Chunks!
"Jesus Christ now I realize how messed up I've made my characters....." -booksmusicanime, after writing a "Thought Experiment" post.
"Code Lyoko was such a badass show." - Morgan Elliott from Twitter, after agreeing with me that they should add Odd's hair into TUG!
Oh no, that's the classic "It'll be released in two months." gig back over from the Mythruna community. Creator says "We'll be in Alpha in two months." every two months or so.
EDIT: Stupid double posting.
"Jesus Christ now I realize how messed up I've made my characters....." -booksmusicanime, after writing a "Thought Experiment" post.
"Code Lyoko was such a badass show." - Morgan Elliott from Twitter, after agreeing with me that they should add Odd's hair into TUG!
Thanks! I like to keep my code tidy. Keep in mind that the Minecraft "code" you see is written by a deobfuscator, not a human, so it won't make as much sense as code written by a real human.
And yeah, that's the only unsolvable problem with a cubic chunk system. You can only light the world that has been generated. Bits of the world could generate later that will change the lighting of already-generated bits. My lighting engine can handle this, but it means that the stupidly huge cave scenario might not light correctly until the roof of the cave is generated.
Feel free the browse the source code if you want. It's all there.
https://github.com/TallWorlds/CubicChunks
https://bitbucket.org/cuchaz/m3l
https://bitbucket.org/cuchaz/enigma
Lighting is currently completely independent from world generation. Coupling them like you suggest may be one way to solve the "huge cave" problem. That assumes that the generator knows it's generating a huge cave though. With randomly generated terrain, I could see how the generator might never know it's actually making a huge cave. Although, I'm not really interested in the huge cave problem because the generators we have now are unlikely to ever generate huge caves. It seems like a purely theoretical problem for now.
So, apparently, someone made a 1,493 block high skyscraper but that was with an outdated mod... I can't wait for this to finish so I can beat that record!
I can see some problems where someone goes caving, walks into unexplored chunks, and a ravine has sunlight in it for a second before the roof loads. On lower render distances, the roof may never load.
Putting the CENDENT back in transcendent!