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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
Well with the height maps, is there any way you could store obscurities in ranges? Like "Y = 86 Y = 79" Says that from Y - 86 to Y - 79 there are obscurities? If not it'd be a bit of a shame.
I'm pretty sure it can still be done; someone just needs to make new shaders written especially for Cubic Chunks.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
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Curse PremiumShaders aren't dependent on chunk system. It's addition to rendering code (it creates virtual "camera" at sun position and everything that the camera can't see is darker). The only way to get it working is to increase vertical render distance. Shaders will work but if there is platform at y = 1000 you don't see shadow at y=64. There may be even more bugs with lower render distance (in caves/mineshafts there may be full sunlight)
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That in and of itself would not be bad. Because of the dual wave-particle nature of photons, the light does in fact bend once it passes objects, so there would be no shadow at y=64.
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Curse PremiumThe problem is that when you reach height where it's rendered the shadow suddenly appears. In real life it would slowly become darker and darker as you go higher.
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What if that floating object has totally opaque walls that reach all the way down and completely surround the underlying ground? The point is, you can't simulate light bending in Minecraft because there's no good way to tell when light CAN bend.
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Curse PremiumProbably because there are lots of edge cases and performance issues in the current test builds.
Mojang is aware of this, and has not put it in because of things like this.
Sunlight calculations, in general, become much, much harder, and while the common cases can be optimized for, odd cases cannot.
EDIT: consider the "worst-case" for this system: The Nether. Consider what a 256-high, or 1024-high variant of the nether would be like. There is nothing that you can "cull out" as every minichunk is of importance, and if you were in an area where you could cull stuff out, you cull out the roof and let light in.
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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?
Guys, chill, I know there would be problems with that. I'm ONLY saying that an object at y=1000 not casting a shadow at y=64 would not be bad. Im not talking about any of the inevitable problems that it would cause. Im just saying that one thing would not be bad.
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Curse PremiumThat's the problem.
Solve that, and you might see this implemented.
* 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?
Calacbolg, I AM NOT ARGUING FOR THAT. Im just saying that the one effect, isolated from everything else, would not be bad.
Here's how I think of it: With the vanilla generation, nothing generates above y=128, so it's safe to say that any objects above that are placed by people, and the chunks otherwise empty. When going into a new area, it would generate air chunks from y=128 down until every sunlight source has reached the bottom of that chunk. World generators that generate giant vertical caves underground would not break from lag from this, instead a limit could be set for heightmap chunk generation. Light spreading is calculated for areas below overhangs by generating chunks next to sunlit chunks and then calculating light.
When a block is placed or broken, it checks whether it's inside of a sunlight column or not. Breaking blocks currently in sunlight to reveal areas below updates the heightmap and light is calculated. Placing blocks above the block marked in the heightmap would update the heightmap to that block and proceed with lighting calculations. If somebody built an object at Y=1000, it would calculate light downward creating darkness because it updated the heightmap. Breaking such a platform would calculate light downward creating a sunlit column. If you're worried about too much lag from calculating light downward, a) all the chunks would be empty so it's not too laggy anyway, b} set a height limit to avoid extreme height lag, or c) trust people to not build and break giant platforms in the air like idiots.
With this, unless you used an external editor, there would always be shadows where there needs to be. I don't understand what it is that you guys are talking about. And keybounce, there is no sunlight in the nether anyway.
You don't need to get upset over my choice of words, and I wasn't referring to you. I was referring to ALL the people who have remotely suggested it over time, and it's a lot of people.
I wasn't upset, I just wanted to make it clear. I wasn't aware that so many people have suggested it, so it sounded like you were referring to me. Anyway, back to ochem lab.
Limiting the height of the world does not actually solve anything since the issue revolves around unloaded chunks not casting shadows.
Also, mojang will only take a serious look at this if we can solve the lighting issue so that no matter where you are and what is around you, the lighting is correct.
That said, I still think tiered LOD is the only way to reliably pull it off.