One Question about the unlimited worlds what do you mean by that because if you mean the world never ends if you go one way i think you will find yourself wrong there because the xbox can only handle the world at the size it is if not could you please word that differntly thanks
One Question about the unlimited worlds what do you mean by that because if you mean the world never ends if you go one way i think you will find yourself wrong there because the xbox can only handle the world at the size it is if not could you please word that differntly thanks
=jew jew bug=
but explain why indie games like castle miner are never ending worlds?
Doesn't take nearly as much RAM to run Castle Miner.
It's kind of a joke compare to Minecraft.
Exactly, and they don't even have infinite worlds. CastleMinerZ, for example only spans 30,000 meters in each direction from the center of a map. Minecraft is more or less infinite, but the client tends to start freaking out and becoming buggy once you hit 30,000,000, which is a thousand times larger than a CMZ map.
And why can't we have "unlimited" worlds? Chunk loading mechanics, that thing we've been talking about since about a month after the release date. Almost all data from explored chunks, except graphics, is stored in the on-board memory.
The reason we won't have unlimited worlds is because whenever you go to a chunk, that stays loaded except for the graphics and doesn't unload until you leave the game. It's that way to allow for smooth drop in and out on splitscreen.
Hmm not saying its true but I thought end chests ocelots and Iron golems where confirmed already as well?? remember seeing it in some post not saying that I'm sure I saw it, some one else confirm this if they know? please don't rebuke me if its not true, I have a bad memory. But honestly, I don't really care if they do or don't I'm just happy with the updates.So don't think that they will put them in please.
The reason we won't have unlimited worlds is because whenever you go to a chunk, that stays loaded except for the graphics and doesn't unload until you leave the game. It's that way to allow for smooth drop in and out on splitscreen.
Aren't chunks in the neather unloaded?
Why can't a the space of the current map size be loaded around the player and more is loaded and unloaded as you move around.
Kind of like visibly loaded chunks but as memory?
Sure it would halt redstone and plants growing etc but I would happily sacrifice that to allow for more exploration.
If a person wants to play split screen and is out of the loaded boundry it could give him the option of teleporting either user to the others location.
Maybe on hardcore(if they add it, the player should be forced to walk closer before the other can join so people can't use it as an exploit.
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I put my shirt on one leg at a time, just like everybody else.
all chunks are loaded when you start the map, and all stay loaded till you leave the map
its got nothing to do with dropping in and out of split screens but to do with redstone contraptions being able to function
not sure why you would think it has anything to do with split screen but please enlighten me
Chunks are loaded as you discover them, that's why unexplored chunks can generate new features on an old world. And the primary reason is for smooth split-screen gameplay, long-distance redstone functionality is just a by-product. Picture MCXBLA with original chunk loading, as it is in the PC version. Could you imagine how insanely slow the game would run with 4 players rendering chunks all at the same time, especially flying around in creative mode? A single console would be responsible for loading and unloading thousands of chunks, almost all of the time, keeping track of four players.
The same ole question keeps popping up over and over: "If ________ game can do _______, why can't MC?"
The question should be: "Why doesn't ______ game have the same ________ feature(s) of MC?"
Why don't some of you pop over to the CMZ forum (there's only 76 total posts, so they need all the help they can get) and ask them? Oh, that's right, you won't like their answer either.
There's dozens of block games. They all have different features, they all lack certain features. One game can't have everything. You play MC because it has most of the features you want. Wishing that it had _____ from this game and _______ from that game is a total waste of time.
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-The End
-A new boss The Ender Dragon
-Eye of Ender can now be placed on the End Portal
-Ender Dragon will make sounds
-Climable Vines
-New Items: Ender Dragon Egg
The only reason that they're not alot of addition is that 4j Studios is mainly focused on The End for TU9
-Spawn Eggs Added to creative menu
-new mobs: Ocelot, Iron Golem
-New items: Enchanted Golden Apple, Ender Chest
-New Status Effects: Resistence, Regeneration IV. More info Here http://www.minecraft.../Status_effects
-a "Jingle" every time you reach every 5th level e.g: Reacing levels 5, 10 ,15 etc. will make a "jingle"
-Zombie Sieges e.g: Zombies will now attack villagers and break down wooden doors
-Different colored wood planks
-Wood can be placed/spawned sideways
-Unlimited Worlds
There is a low chance of these changes to be applied in TU9 since 4j Studios are mainly focused on The End
=jew jew bug=
Stay fluffy~
but explain why indie games like castle miner are never ending worlds?
It's kind of a joke compare to Minecraft.
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Retired StaffExactly, and they don't even have infinite worlds. CastleMinerZ, for example only spans 30,000 meters in each direction from the center of a map. Minecraft is more or less infinite, but the client tends to start freaking out and becoming buggy once you hit 30,000,000, which is a thousand times larger than a CMZ map.
And why can't we have "unlimited" worlds? Chunk loading mechanics, that thing we've been talking about since about a month after the release date. Almost all data from explored chunks, except graphics, is stored in the on-board memory.
If you're talking about what is going to be in TU9, then yes, people will continue to speculate until 4J says "Yay" or "Nay".
The latter is accurate.
Aren't chunks in the neather unloaded?
Why can't a the space of the current map size be loaded around the player and more is loaded and unloaded as you move around.
Kind of like visibly loaded chunks but as memory?
Sure it would halt redstone and plants growing etc but I would happily sacrifice that to allow for more exploration.
If a person wants to play split screen and is out of the loaded boundry it could give him the option of teleporting either user to the others location.
Maybe on hardcore(if they add it, the player should be forced to walk closer before the other can join so people can't use it as an exploit.
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Retired StaffChunks are loaded as you discover them, that's why unexplored chunks can generate new features on an old world. And the primary reason is for smooth split-screen gameplay, long-distance redstone functionality is just a by-product. Picture MCXBLA with original chunk loading, as it is in the PC version. Could you imagine how insanely slow the game would run with 4 players rendering chunks all at the same time, especially flying around in creative mode? A single console would be responsible for loading and unloading thousands of chunks, almost all of the time, keeping track of four players.
The same ole question keeps popping up over and over: "If ________ game can do _______, why can't MC?"
The question should be: "Why doesn't ______ game have the same ________ feature(s) of MC?"
Why don't some of you pop over to the CMZ forum (there's only 76 total posts, so they need all the help they can get) and ask them? Oh, that's right, you won't like their answer either.
There's dozens of block games. They all have different features, they all lack certain features. One game can't have everything. You play MC because it has most of the features you want. Wishing that it had _____ from this game and _______ from that game is a total waste of time.