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
Most (Maybe all) of your arguments have already been addressed in other posts. The easiest one to answer off the top of my head is:
"Also, 1500-block high castles/forts/structures would lag things up too! The server would have to load the massive structure whenever a player is near it."
Why do you assume the server has to load the whole thing? All it would have to load is what the player can see, and if they can't see farther than three or four hundred blocks, the server would only load that far.
As it will be in the future, it was at the birth of Man
There are only four things certain since Social Progress began.
That the Dog returns to his Vomit and the Sow returns to her Mire,
And the burnt Fool's bandaged finger goes wabbling back to the Fire;
And that after this is accomplished, and the brave new world begins
When all men are paid for existing and no man must pay for his sins,
As surely as Water will wet us, as surely as Fire will burn,
The Gods of the Copybook Headings with terror and slaughter return!
-The Gods Of The Copybook Headings, by Rudyard Kipling.
* So folks; It looks like Mojang has given up on making full cubic chunks vanilla for now, however, they are very much aware of it and may be tailoring the vanilla code and Mod API to make fully implementing a CC mod something that is more or less Mod API compatible. This is a good thing, the more compatible vanilla and the Mod API are with the idea of CC the better!
- 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
I'm honestly not sure if you can infer anything good from this statement. Now, you can't automatically infer anything bad either, but what I mean is to not read more into it than it says. That statement gives no actual, hard information on anything other than "the idea used to exist but was sacked and shelved".
I'm all for this concept as much as the next person here, and I'll let Mojang surprise me any day if they like, but I'm certainly not holding my breath for them making a concerted push for it based on that statement alone. Keep your bets with the modding community, folks. And if you're a supporter who can code, consider doing so. Don't wait for one single person to do all the work for everyone else!
Yeah, looks like the community will have to do the heavy lifting on this one. At least Jeb is aware of and open to the idea, so long as an implementation that satisfies his goals and needs is presented to him. Lot's of work to do.
- 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
In my mind, even with massive public backing CC wil ltake a log time after 1.7 to become vanilla. CC alone is just an accessory to improve performance, the real meat of it is the potential it opens up not only with creative mode building but better terrain in survival. It wouldn't make much sense for Mojang to add CC in one update then release terrain related stuff the next one (several months later). It makes more sense they'd do both at once. And since they just updated terrain, updating it again so soon would not only require alot of work they didn't plan on doing, but it would upset the haters. The haters would decend upon the community like locust on a corn field.
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Curse Premium(Also called: Far-Away-Compressed-Chunk-Rendering)
I only got some pseudo-code for the LOD=16 (Chunk is rendered as single Block).
// FULL CHUNK LOD = L16 IntHashmap map = ... ; for_each BLOCK in CHUNK do { ??? hash = BLOCK.makeHash(); map.putOrIncrement(hash); } ??? hash = map.findBiggestKey(); renderChunkSizedBlock(CHUNK,hash); // CHUNK LOD = L8 mapList = { IntHashmap mapXYZ = ... ; IntHashmap mapXXYZ = ... ; IntHashmap mapXYZZ = ... ; IntHashmap mapXXYZZ = ... ; IntHashmap mapXYYZ = ... ; IntHashmap mapXXYYZ = ... ; IntHashmap mapXYYZZ = ... ; IntHashmap mapXXYYZZ = ... ; }; for_each SECTOR in MAP_LIST { for_each BLOCK in CHUNK.zone(SECTOR) { ??? hash = BLOCK.makeHash(); SECTOR.putOrIncrement(hash); } } renderHalfChunkSizedBlocks(mapList.get8BiggestKeys()); // CHUNK LOD = L4 ... // CHUNK LOD = L2 ...Now to figure the others out, then to implement it.
I already got a even faster and better idea for it on the top of my head.
(Using a Octree-like structure to determine the blocks to render at what scale and material)
Yay, I got some pseudocode that might be working with some work:
- Longor1996
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Curse PremiumThis may or may not work, depending how one exacttly implements it.
It should work. If not, too bad, would've been nice!
Have a nice day everyone!
- Longor1996
also you should check out Tall Worlds
Assuming his IGN is Masochrist. He pirated it.
On topic: Does that mean that Jeb and mojang said NO to this? We need to show this is no different then normal MC with only a few disadvantages that are hardly noticeable and show that it is worth adding in and anyone can set up the whole old one with the chunk stuff in the modding API
You'll have to start a thread.
It was locked and I was banned.
But it would be a good way to converse with seasoned modders.
If you can get past the trolls.
And get them more attention probably.
Which I'm eagerly awaiting. Honestly speaking, this is such a great idea that even if it never gets implemented I'll always use the mod. The hope is that it will eventually be in vanilla, though. Regardless, great idea and great job so far!
Support this if you're interested in reducing lag whilst simultaneously expanding the game.
The first release of the mod will be incompatible with everything pretty much, as it will be a direct base edit mod. After that they will start focusing on compatibility.
I am personally looking forward to forge compatibility, as without it, most mods will suffer incompatibility with cc, greatly negating the benefits of increased height and depth due to lack of content.
I seriously talked around myself. >.< Anywho a separate "cave seed" could be used for cave generation, (ran as two generation cycles/threads)(gen ground then caves after ground except when in view range)
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Curse PremiumOk, I am horrible at google. I searched for:
jeb_ java-gaming-forum cubic-chunks
And got nothing. Can you help me with better search terms?
Also tried:
site:www.java-gaming.org jeb_ cubic chunks
site:java-gaming.org jeb_ cubic chunks
site:www.java-gaming.org jeb cubic chunks
EDIT: Ok, thanks to Watcher for posting what Jeb said.
I think that, ignoring the issue of skylighting, cubic chunks would mean that you might have to deal with an average of 2.5 minichunks per chunk, loaded in memory, sent to clients, etc, regardless of the height that the world is at. You could have mountains up in the Y=700 range, and it would still be about the same load, because minichunks that are not affecting the surface are not sent.
In other words, you can have a vertical view distance of just 3 minichunks (for when you have ravines/deep cave shafts), and a horizontal distance of 30 chunks (roughly optifine's extreme).
That is a win, hands down. Lighting calculations, however ...
(I did read, but did not understand, the OP's section on this.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?