Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
Poll: Which parts of this system do you like?
Ended May 15, 2014
Poll: Which parts of this system do you NOT like?
Ended May 15, 2014
Poll: Do you support this system's implementation overall? (If yes, if
Ended May 15, 2014
a surprisingly short amount of time
If you are referring to the idea of having separate view distances, you probably should consider that when it comes to region blocks one single block will take up like four pixels on your monitor because of the distance in which they are starting to render, so your "insanely big wall" would have been less then a pixel anyway.
Edit:
Well, maybe a little bunch of pixels, but that's not the point, region blocks should be used only to form horizon and extremely big objects like mountains in the real scale.
I believe in the Tall Worlds Mod thread they discussed a solution to this for a while, you should check it out.
sorry, I wasn't talking about the actual project, I was talking about PanJouda's idea of having the region blocks generate from the seed every time. I'm a massive supporter of the Cubic Chunks idea
Oh, why didn't you say so? Regenerating them is a really bad idea. But having separate render distances with different detalizations seems awesome.
No it would! Because you don't want to save anything it would regenerate and regenerate and regenerate to no end because there are few quadrillions of blocks to check to base chunk blocks upon to base region blocks upon. This will never work, you are just piling useless taxing calculations on top of already failure of a system.
It will never fit in any amount of RAM for one thing, so you are bound to save it one way or another. Are you really willing to generate terrain in 32k block radius in per block algorithm every time you load the game just to save a few megabyts of disk space? Even moving one chunk in any direction will force you to check at least 16 384 000 000 blocks to update region blocks on the corner in your idea.
Maybe we are not quite getting each other, so I'll describe my understanding of how this should work. First of all, there must be three terrain generation algorithms working at the same time, with far ones being fastest as they'd generate only some block in the middle, don't generate caves, maybe consider only binary state (blocks/air) for region chunks or some clever math. All three generated maps should be saved separately and must overlap each other meaning they all cover the place where you stand. There should not be a strict border between them, meaning that the lower resolution starts at the place where higher one is not loaded even if it is less then a render distance. As for updating, this seems right, except that this update must only be performed once with the results saved, meaning that you would not need to check every chunk to figure out if it was changed from the seed and then forming their approximations every time they are loaded. My number was about that.
Because that would actually require them to work, and nobody wants that ^^
Because of reasons. =)
Those damn reasons, they just have to go and suck the fun out of everything, don't they :'(
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
as have I, on the same page
Someone is!!
Except not. Writing a mod is a bit different from writing a post. There is no download, so that thing does not exist (yet?)
That's specifically why I used the word "is" instead of "has." Verb tense is important.
The mod is being worked on. It has not yet been released.
What you stated was "Someone make this!!" Not "Someone conveniently already have made this so I can download it immediately!!"
#Cubic Chunks