Gameplay
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
Wow, you've been busy! It looks gorgeous, especially the fog and lighting, and runs smooth as glass. Kinda miss the jetpack, though.
Only things I noticed are the tree leaves have a funny draw priority, and the t-junction seams are pretty visible in a couple places, though I'm not sure what can be done about that. Maybe a post processing pass?
*edit*
Haha, holy crap.
One of head guys here stated that he hated closed-testing and things like that, so I'm afraid they probably won't let anyone.
Well, if all else fails, Robinton made the source code for his Save Converter available. So hopefully only a few tweaks would be needed for it to be able to convert the original CC worlds over! But then again, Barteks2x might use the same world format Robinton used in the final version of CC for mc1.0. In which case I'd recommend running your b1.7.3 world through the convert and set the output to the newest CC format it lists just to be sure. * Only do this with a back up though!! Keep the world backed up somewhere else where the converter won't touch it.
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-History of Cubic Chunks
-Cubic Inspiration
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Tee hee!
It's so good to see the old crew around again. Now we just need a critical mass of us in one spot at one time for the Magic to start again! Wait.. how did that secret group handshake and chant go again? And how large does the fire need to be?
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Will there be a Mac version released? I only have Mac.
It looks awesome though- This definitely should be added. Extra room for real mountains would be awesome.
Feed my dragons please
*tears up*
Its so beautifull!
I just remembered reading that degenerate triangles can fix t-junction seams if you place them between the cracks. When the rasterizer has precision error, edge( a,b ) != edge( b,a ), so to patch it up, you have to hit the vertices going the same direction as you did for the real rectangles.
That said, I don't think it's a big enough problem to justify redoing the meshes, but I do think the post processing route has merit, if it can be done simply.
There's a lot of misinformation in that video. The speaker keeps saying that every block update reloads the entire 256 high chunk column, when really on the server side it sends those blocks as individual actions, and the client side redoes the geometry for 163 regions. This is the same for vanilla and CC. Also heightmaps are already used for lighting.
CC is not naturally more efficient, particularly sky lighting which is much more difficult. The minimized surface loading optimization could be added to the Anvil format simply by adding another bit field specifying which 163 sections to overwrite in a chunk column update, rather than only using a field for empty space. The only thing that exclusively CC can do is the increased height cap.
CC is absolutely worth investing in, but it shouldn't be presented as a magical cure-all.
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ModeratorI guess it wouldn't speed up rendering but it would at least allow more resources to be allocated to other things seeing how it wouldn't need to be loaded into memory. I'm not sure how much it would actually save but it might not hurt to look into it.
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may be very much and allow you to load 4X big area into memory
in current mc, even you want to see area will not update, you need to read the chunk completely(256 high).
but with cc, you may only load the surface chunk (16 high, no reason to loads chunk which will not be either update or seen, right?)
That can save much memory at least.
I'll look at it, but I don't know if I'll be able to get it... and I don't really have a choice of computers at this time in my life, as I'm fourteen and actually using my mom's laptop for most of my gaming. :/.
That would be amazing. I love playing with new mods ^.^
Feed my dragons please
Actually, that might work. I'm not sure how to go about writing the proof, but it seems likely you will always be able to extend one of the two rectangles' sides into the gap with the way you subdivide the scene. If you compensate with the UV mapping, the Z-fighting should be invisible. That's, of course, assuming you are using floats for the vertex coordinates. Otherwise it could get messy.
*edit*
Wait, there would still be seams between material types. Damn, 0FPS was wrong; this is tough.