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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
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Curse PremiumThe only thing I wish mojang will do is ADD THIS!
That is what I'm always hoping for in every update.
Nope.
Wait. 3D biomes? UNDERDARK BIOME. This would do amazing things for a long-lost suggestion I once made. And, of course, tons of other ideas. I really, really, really want to see this become incorporated into vanilla. I would re-buy Minecraft if I had to, to play on a server with cubic chunks.
How to not die in a cave
I'm pretty sure we never tried making terrain higher than 4096 in the original mod so we wouldn't have seen. Also; the last versions had a vertical distance of -32km to +32 km, not enough to reach the farlands in any case.
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Curse PremiumVertical far lands starts probably in y = +/- 25,101,642. There are no "normal" far lands.
Cubic chunks discord server
The 3D structure of Cubic Chunks in no way limits what can be done with it. If ythe game uses cubic Chunks, it still can extrapolate the actual X Y Z coordinates easily from anywhere (otherwise, what would be the point of a chunks 3D block matrix system where you wouldn't even be able to place or locate blocks precisely! by definition it then WOULDN't be a Cubic Chunks system).
So then the game simply has to check the coordinates and allow/block whatever it wants based on that.
Personally I'd have put the barrier at half of 4 294 967 296 = plus or minus 2 147 483 648 blocks
i.e. a simple integer_32
Way more than would be sufficient for an entire lifetime of playing - or even the size of a PC's biggest hard disk on the market even 5 years from now.
Think of it this way:
A typical multiplayer minecraft server is, what, maybe 32000x32000 blocks or less, most of the time?
Let's say you replaced each and every chunk by a SINGLE PIXEL on you monitor, and you had one of those fancy new 4K UHD monitors (HD is 1920 x 1080 pixels, while 4K is double that along each axis = 3840x2160 pixels).
Let's say you bought this:
http://www.trustedre...creen_TV_review
Yup, only a "tiny" 20 inches diagonal. The equivalent of a Retina display for monitors.
If you had a world taking up the entire screen, at 1 pixel = 1 chunk, then you'd have a world of this size:
61440 x 34560
Which is a good and relatively big size for a multiplayer server world. Too much bigger and it becomes super laggy, anyway.
So with the limits at "only" +- 2 million, you'd need monitor with the same resolution, but that would be about 70 THOUSAND times wider and 124 THOUSAND times higher than our 20 inch 4K UDH monitor. We're talking something about as big as one full side wall of a really big building, here. To display the CHUNKS map. To display the blocks map, you'd need 256 times that same area. Talk about huge!
So yeah, Mojang displays a firm grasp of the sense of scaling things much? Not! Mojang a pro for testing or maybe even simply checking boundary conditions before releasing their game? Also not!
I wouldn't say "a 4 billion blocks wide voxel world is enough for anybody, ever". But in the foreseeable future? Definitely way more than we need.
I agree with you, I really hope Mojang adds this sometime, after seeing them add colored glass, maybe just maybe they will add this one day
English is not my first language, sorry for any spelling and/or grammar mistakes
Sadly I have failed to get the 1.0.0 multiplayer working properly.
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The mod has a reason though. Mojang has heard about this engine, but they discarded it with concerns about lighting issues (Yeah right...) so Barteks is making a proof of concept to send to Mojang to show how not buggy this engine can be.
The lighting issues are actually the last issue that many of the people on this thread are trying to overcome.
The lighting system must work for the following:
- It must work at any height or depth using the same method.
- It must it has to be able to handle situations where overhangs are above the player but outside load range.
*A cavern taller then the load range would be full of daylight if the current minecraft system was used.
- It must have less bugs then the current minecraft lighting system.
Point 2 is where all the issues are located. So far, using a lod system to render/check far away chunks has been agreed to be the best method, but until the mod is actually finished, we can't be sure of the results.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 (World generators could change what y= value this is). 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 would 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.
also you should check out Tall Worlds
From their prospective it wouldn't be easy.
And have, after all, become a company capitalizing on the ideas of their modding community.
There are three areas for updates. The first is "polishing" - fixing bugs. optimizing, and so on. The second is "content" - adding new blocks, simple items, and so onn; things that slot in easily. The last is "core changes" - changing how the game works at a fundamental level.
These areas all have huge potential in any program, but different areas can be more or less viable at different times. For example, we change how a core part of the game works. We then add a small amount of new content that relies on these changes (to test and make use of the changes), and spend a lot of time polishing the [new] code up. It is not wise, however, to add a large amount of new content, OR make any more core changes, UNTIL we have pretty much finished polishing everything up. This is because the code is not necessarily final, and it's not safe to spend a lot of time making things rely on it until it is.
Mojang is currently in the middle of some large scale polishing. Therefore, a lot of things are not on the table right now. This includes rewriting the chunk system, overhauling the End, and completely redesigning the lighting system to work with colored lights.
Long story short, no one should hope for updates like this before Plugin API and MC 2.0..
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
You might want to re-read that usage contract you signed. Any modification of any of their games legally belong to them, should they want to use it.
Because adding new stuff is easier than changing old stuff. I hate having to change old code. Id rather just rewrite it.