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
It would work on single player. Just not on multiplayer.
Also, if you don't support this system on the basis of it breaking X-ray on servers alone, it kinda indicates you depend just a little too much on it, just sayin'.
Poll fixed. Again. For the six hundredth time.
You just beat the record for how quickly you can invalidate yourself. Record now sits for Masochrist with 7 words.
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I made my own shader pack, by the way.
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Curse PremiumNot exactly. With the same cave generator frequency/rarity values it will generate 16x more caves, to generate the same amount of caves the values must be changed.
With linear chunks cave generator can be called for each column, but with Cubic Chunks the same system will generate caves only in specified height range (it can be anything, but the bigger height range the slower it becomes).
Cubic chunks discord server
Read "How worlds will be stored" in the OP.
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I might be a brony.
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See? Only 5 words! Put me in the record books!
In all seriousness though, that has to be one of the dumbest reasons to dislike a suggestion, right behind actually wanting some of the problems this would fix, like lag... and, as can be seen from the poll, 30 people apparently want lag.
also you should check out Tall Worlds
The feature that has the side-effect of disabling X-ray isn't necessary for the system to work.
And yes, the end and nether will have their chunks stored in cubic form. The terrain doesn't have to change, but it could.
http://www.minecraftforum.net/topic/774957-a-guide-to-realistic-roleplaying-by-osakasun/page__gopid__10268670#entry10268670
Also, Dinnerbone himself said in a tweet that, if I'm not mistaken, he said CC won't really help with amplified terrain generation. (Correct me if I'm mistaken, though.)
also you should check out Tall Worlds
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Curse PremiumI am just going to throw in here that the implementation of a cubic-chunks system does affect the terrain-generation in terms of speed.
I can not say how big the difference is, but its probably really small or big depending on how one implements it.
But fact is that you can not have faster terrain-generation with a 3D-System over a 2D-System, because in the 2D-one, there is a lot of things that can be simplified and optimized. With the fact that you get a ton more chunks to process (Chunk-size does only matter partially here), and that you have to do a lot more fancy caching/buffering, the speed of a 3D-System-Generation will (always) be slower than the 2D-System-Generation.
If someone wants to tell me otherwise, go and implement two voxel engines, both using the exact same generation methods (= Always same Output, internal things put aside), but one using 2D-Chunks, the other using 3D-Chunks. I can nearly go and promise, that you always will get performance differences with the 2D-Chunk-System being faster than the 3D-Chunk-System, depending on what kind of Terrain you are generating.
Flatworlds don't count here, since they are just layered if-statements, and thus always insanely fast generateable, regardless of the system behind, because little-to-no calculations have to be done.
Please do me a favor and don't start a giant discussion over this post.
I really don't like taking part in long/giant discussions.
- Longor1996
PS: If I where to explain why there is a performance issue at all, it would take up a lot of time for me, which I can't afford right now. (I am having a sick currently, having headaches, can't be on the PC for too long, got it? Thanks, thats also the reason for tons of grammar errors you may find)
PPS: This post was written over the course of 40 minutes. I tried to pick the right wordings and fixing up grammar most of the time.
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Curse PremiumX ray will still work in single player and on servers which allow it.
also you should check out Tall Worlds
Minecraft uses 3D Perlin noise to generate its terrain. That is the reason you get overhangs and the occasional floating island. The only thing that changes with cubic chunks is how it is arranged in memory.