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
also you should check out Tall Worlds
Ah. Ok.
Unfortunately, that doesn't solve the problem. Imagine you're in a giant cave system. Say, 1600m high. Thats 100 cubic chunks, and if the highest chunks have never been loaded, how does Minecraft know if there are any blocks there or not? If it assumes there are none, you get a magical cave system that's bright as day. If it assumes there are blocks, then you would need to keep loading more chunks higher and higher until you can prove to the game that there are no blocks above you.
I never asked a question; I was pointing out that the current system is bugged with respect to how it handles lighting and the implications it has for cubic chunks (which, as I pointed out, resembles how the game currently divides chunks), which needs some method to reliably determine if a chunk overhead blocks sunlight. Although, unless a very large area is covered overhead, just allowing light to bleed in from the sides, as currently done, should work well enough (for example), although with a variable vertical render distance this can cause issues on lower settings.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Why not this?
Infinite height is an interesting concept, but is it honestly applicable? Limit upward height to...say, around two thousand or so (or some other number to be determined), to allow for floating islands and large builds. It would still cut back on lag, and perform all the neat things infinite height would do, but it would make lighting easier to calculate by far. I don't think we really need a million blocks of build height or even 100,000, let alone the 30,000,000 limit that currently exists.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
As a temporary step, I think that would be acceptable, and it would certainly get the idea of cubic chunks out to more people, at least one of whom might have a solution to the lighting problem we're trying to solve.
I was also thinking of taking the Anvil format and flipping it, so that when new chunks are loaded it checks for 1km (or more) above to see if the seed calls for any blocks, but doesn't load them, and then has a flag for that area until the higher chunks are actually loaded.
also you should check out Tall Worlds
Giant cave systems can be worried about later. I'm suggesting sticking with the current generation methods and basicly dropping the bottom out of the world. Just to get the ball rolling faster. The easier it looks like to implement, the more likely Mojang will do it.
All too often humans rush into doing or creating something "Amazing," without thinking about the consequences.
Just because you can, doesn't mean you should.
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.
also you should check out Tall Worlds
Mojang(or at least some of mojang) has already stated that they will not even look at it as a viable system until the giant cave issue is solved.
This solves almost all of the problems we have currently. The only problem this does not solve is that this lighting system is not more efficient than the current system in a few rare cases, so it does not meet Jeb's requirement that Calacbolg posted here that it must be much more efficient. The "Few rare cases" I am talking about are if you're traveling deep underground and there is a massive, deep ravine on the surface above you that goes for 80+ blocks downward. At that point, it's less efficient than non-cubic chunks. Such a scenario is also impossible to occur in the current system, if I may point that out, so all default content would work better in this system (normal height limits).
I guess you could make the argument that it is overall more efficient.
I think we're thinking the same thing.
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