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
And also, I thought that chunks were only 16x16x16. You mean they go vertically all the way? This should have been fixed long ago!
This is an awesome idea. I can't wait to try it.
Well, the new one is extremely choppy and broken, Robinton's old one runs perfectly smooth. The multiplayer versions have bugs but singleplayer is amazingly flawless. Ores generate correctly below y=0 and everything.
I haven't played vanilla b1.7.3 before so I have no idea if it raises or lowers FPS. And as soon as I get a message from Robinton, I will create a FTB modpack, probably will have 2 versions from the dropdown, one for 1.0.0 multiplayer and one for beta 1.7.3 singleplayer. Seeing as how it took a very long time to contact Robinton, I assume that if I attempt to contact him I'd fail, so I will wait until he comes on here or somebody else contacts him.
Last I heard, Barteks was saying the lighting updates were the biggest offender in the current build and was going to try a new approach. I don't know what that new approach actually entails, though.
Basically, the way a furnace works is the game keeps track of your system time when the furnace unloads. Then, when it's re-loaded, it checks that time against the current time, to determine how much time has passed, then it sets the furnace accordingly. This is done specifically so that you can put your ores in the furnace then go mine some more while they cook, without worry.
I see no reason that the same concept couldn't be applied to other things like tree ticks or whatever.
I'll be using that youtube account to upload Minecraft Let's Plays when I get a better computer
I agree with this and I think it makes sense regardless of cubic chunks or not.
I think if we're going to take that approach we should look at game time and not system time, as system time can be easily changed. (Yes I know you can use the /time command but really if you're just going to be doing that you might as well just /give yourself the items)
also you should check out Tall Worlds
-
View User Profile
-
View Posts
-
Send Message
ModeratorActually, as of 1.7.2 vanilla this is not correct. I just tested it by making a world, putting a stack of Raw Porkchops and a stack of Coal in the Furnace, then running away until the chunk unloads. I stayed there for about 8 minutes, then ran back and only about 5 were cooked. I do agree that it should be added though.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
That is a bit depressing. I'll have to double check that, because I could have SWORN that still worked. Then again, I haven't played vanilla in a long time, nor have I spent much time with 1.7.2. It's possible some mod might be adding the functionality I'm thinking of, though I doubt it. Either way, if that ISN'T a thing, it should be a thing.
I'll be using that youtube account to upload Minecraft Let's Plays when I get a better computer
-
View User Profile
-
View Posts
-
Send Message
Curse Premium* 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.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
The biggest problem I've seen so far has been daylight blockage. It's not as simple as creating a "top layer" map, since that needs to be updated every single time a top block is broken, and it might have to scan down quite some way. I think the better idea is that after a certain number of blocks vertically, a "top block" doesn't block out daylight any more. This would follow how real light works. If a single block only removes daylight for, say, three chunks vertically, and then degrades from complete blockage to zero blockage over another chunk, you remove the long string of checks that would have to be made when scanning downward for a block to receive daylight. Instead, you just do a check when you place a block to determine whether it blocks light, and they'd only have to scan 3-4 chunks down. If it doesn't reach anything, everything under it retains daylight coverage.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIt woulod cause other issue:
//light level 15
Cubic chunks discord server
Could you explain that differently? The diagram is a bit confusing. Also, you have no idea how weird it looks in email. xp
The problem with that is that such a system has no way of telling whether it's working on a closed room or a few floating blocks. To fix this, sunlight calculation would have to work on all three axes instead of only the vertical one, which, ignoring the fact that using horizontal axis for this purpose is completely impossible given vanilla generation's guarantee that there will always be more blocks as you approach infinite distance from the origin, would more than double any overhead that occurs with only top layer map.
Four chunks would NOT be anywhere NEAR high enough, anyway:
(SPC was used to create the room and light up the world so you can actually see how big it is)
also you should check out Tall Worlds
All dynamic shadow shaders like SEUS have practically unfixable glitches that happen during sunrise/sunset. Implementation of this system would unfortunately make those glitches happen 100% of the time, unless the author of the shader pack decides to only account for limited vertical space.