Resources are like sprites, and a limit makes sense on those. But planted crops are voxels, just like the other world blocks. The limit there is the size of the world, minus the blocks needed to support the rules of crop planting (like dirt underneath, some air space above, etc).
Resources are like sprites, and a limit makes sense on those. But planted crops are voxels, just like the other world blocks. The limit there is the size of the world, minus the blocks needed to support the rules of crop planting (like dirt underneath, some air space above, etc).
I agree and I'll probably truly wind up with a superflat covered in wheat (if I stick with this test that long). Worst case scenario - I have a map of Kansas in which I can insert cool farms eventually... maybe even Dorothy and Toto...
Why I'm even entertaining the possibility of a limit is based on the reality that paintings have a limit. Item frames I can reconcile because they contain entities; but why are paintings included in that same limit? Wheat does interact with the game on an ongoing basis (at least until it's fully grown).
Paintings are like sprites also. They are not voxels. The Minecraft world is entirely composed of these volume pixels, which have position within the world's 3D grid and some sort of type id. The id determines how each type is going to be rendered, and all voxels of the same type will look the same across the world. There is a limited number of different types, but each type can cover the entire world. (Some objects can be composed of multiple voxel types, such as double chests, but they still have the advantage of no practical limit.) Supplementing this scheme, we get sprite-like objects, which can have arbitrary sizes, positions and even true motion (as opposed to an animated texture, like water's). Their disadvantage is that their workload and data requirements per instance are much greater, and so must have a fairly low limit of simultaneous instances.
This is probably oversimplified, but as an old PC programmer who has delved quite a bit into real-time code and animation, it is clear to me what is generally going on in this wonderful creation called Minecraft. I'm glad you probed the limits. It gives my musings some empirical proof.
Paintings are like sprites also. They are not voxels. The Minecraft world is entirely composed of these volume pixels, which have position within the world's 3D grid and some sort of type id. The id determines how each type is going to be rendered, and all voxels of the same type will look the same across the world. There is a limited number of different types, but each type can cover the entire world. (Some objects can be composed of multiple voxel types, such as double chests, but they still have the advantage of no practical limit.) Supplementing this scheme, we get sprite-like objects, which can have arbitrary sizes, positions and even true motion (as opposed to an animated texture, like water's). Their disadvantage is that their workload and data requirements per instance are much greater, and so must have a fairly low limit of simultaneous instances.
This is probably oversimplified, but as an old PC programmer who has delved quite a bit into real-time code and animation, it is clear to me what is generally going on in this wonderful creation called Minecraft. I'm glad you probed the limits. It gives my musings some empirical proof.
Thank you for the great explanation... simplified suits me just fine.
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"And that, my son, is the day when I saw an enitre Superflat covered in wheat!"
Inb4 someone says you can easily make that on the PC.
Stay fluffy~
I'm just calling it Kansas.
I agree and I'll probably truly wind up with a superflat covered in wheat (if I stick with this test that long). Worst case scenario - I have a map of Kansas in which I can insert cool farms eventually... maybe even Dorothy and Toto...
Why I'm even entertaining the possibility of a limit is based on the reality that paintings have a limit. Item frames I can reconcile because they contain entities; but why are paintings included in that same limit? Wheat does interact with the game on an ongoing basis (at least until it's fully grown).
This is probably oversimplified, but as an old PC programmer who has delved quite a bit into real-time code and animation, it is clear to me what is generally going on in this wonderful creation called Minecraft. I'm glad you probed the limits. It gives my musings some empirical proof.
Thank you for the great explanation... simplified suits me just fine.