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
Yep, finally someone who just like me think that Mojang is a bad game developer, guess I'm not the crazy one after all ^^
By the way, if you are interested in other proves of their incompetence, check out CptSpaceToaster's Colored lights mod (in my signature), it's like 93% working (which is more then I can give vanilla lighting, lol) and in some cases it works even better then vanilla despite quadrupling light channels, but for some reason it does not get deserved attention :c
Constantly evolving, reaching further heights.
But what with the changed terrain?
Also I don't get what you are arguing against? Both of those maps would be equal normal map with 8 chunk view radius in terms of resolution, but since there are less variety in them they'll take up way less space. You are excluding a bunch of stuff like cakes, tall grass, torches, redstone repeaters and much more for chunk blocks and probably using binary (air/ground) for region chunks since those would hardly take up more then a pixel on your monitor and be all fogged. So you'll need way less block id's and so can use smaller variables to save them.
I suggest separating the lighting into a different map which consists only of lighting, this map could run on the current flat chunk system and given the simplicity of the map it would allow significantly greater vertical heights, true not the near "infinite" that proper cubic chunks would allow, but probably 4-5 times current with little performance loss (I dont really have a clue how much better it would be but less data loaded makes for better running, also you can run the map on a different tread.
How the map works is like this, each block would send its current light data (transparent, partially transparent, or opaque and what it emits, 0, 12, 14) to the light map when placed/updated and the map would tell the world what the light levels are, the light updates could modified to happen once every 20 ticks or every tick or as you like.
this map could be simplified to only deal with sky light which would have all the "blocks" only have one of 3 values; no change to light level, ie glass; partial blocking, ie water; or no transmission.
"Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
no kidding? well then im sure to have a good try at it then.
but if all works out you would load like only 1/3~1/4 the number of blocks as before
"Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
A third thing I though would be cool would just be to have the nether and end not be other dimensions. Sure you could no longer use it as a shortcut, but if you where having trubble making or finding the portal you could all ways just dig down deep enough or build up high enough.
"Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
BTW, this is a reply to someone on the last page saying something about this idea not gaining any traction over a few years. My tablet screwed the reply tag up.
Constantly evolving, reaching further heights.
•Terrain generates up to Y= 30000, this is to keep the same look of Nocte's Engine (In which if the same aspects are kept, shouldn't lag the game. It would just take a little bit longer for a new world to generate.) I figured if we have a massive build height, why not fill just a fraction of it with natural land instead of starting with that massive build height with nothing filling it. If you haven't thought of it yourself, no one is going to have the time or dedication to build a structure from Y=65 to Y=30,000,000.
•Ore Generation is tweaked to fit the system above. Here is the ore levels I want to suggest:
-Coal Ore generates from Y=2560 down to Bedrock Level
-Iron Ore generates from Y=1280 down to Bedrock Level
-Gold Ore generates from Y=640 down to Bedrock Level
-Diamond Ore generates from Y=160 to Bedrock Level, same for Redstone, Emerald and Lapis Ore.
The proposed system is open to adjustments
Oh, and I also want to make a suggestion for terrain generation. Here it goes:
•Terrain generates up to Y= 30000, this is to keep the same look of Nocte's Engine (In which if the same aspects are kept, shouldn't lag the game. It would just take a little bit longer for a new world to generate.) I figured if we have a massive build height, why not fill just a fraction of it with natural land instead of starting with that massive build height with nothing filling it. If you haven't thought of it yourself, no one is going to have the time or dedication to build a structure from Y=65 to Y=30,000,000.
•Ore Generation is tweaked to fit the system above. Here is the ore levels I want to suggest:
-Coal Ore generates from Y=2560 down to Bedrock Level
-Iron Ore generates from Y=1280 down to Bedrock Level
-Gold Ore generates from Y=640 down to Bedrock Level
-Diamond Ore generates from Y=160 to Bedrock Level, same for Redstone, Emerald and Lapis Ore.
The proposed system is open to adjustments
Constantly evolving, reaching further heights.
There is no link. It is only your mind that downloads.
And how would region-blocks generate first if you have no data to generate them except seed? What you are trying to suggest is a MASSIVE waste of resources (you'll get literally 0 fps if you try to analyze 2,62144E+14 blocks to build up region blocks that way, run out of memory, crash and burn). They must be generated in completely different way that is way less resource intense, based on a very approximate terrain generation, saved and updated one-by-one whiting the loaded block radius that you are actually changing at the time.
The mod is currently a work in progress. Someday, you will be able to download it for Minecraft 1.8+, but today is not that day.
FYI, compatibility with other mods is going to be abysmal at first.
Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2375662-tame-able-rats-in-minecraft-pets-that-spawn-in?page=1http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2304689-hitches-45-supporters
But what if I'll use mods or incredible amount of time? To terramorph or just blow up a nuke and create a mountain or a crater several kilometers in size? Or just a simple sky scraper replica. Then it won't be seen until it gets into block range because it's not in the seed which is stupid and broken!
Hm, what's the problem then? You know, there were an option to do the same for the regular world in the game - don't save unmodified chunks - and it wasn't done. Why? Two reasons, first is "lag" - generating takes way more calculations then loading. And second - different game versions, because what was generated as a mountain in the version you have created your world in may very well be an ocean in the next one with the same seed. So you'll end up with saved chunks floating in space or dug deep beneath the surface. So no, it must all be saved regardless.
From what we've seen so far, a very long time. It doesn't help that we have only one sole modder making this with no help, when this is practically re-designing the entire chunk engine and a good portion of the lighting engine.
I've wanted to learn programming so that I could make something like this, but I gave up and grew impatient since making anything more complicated than a text-based program is a nightmare.