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
What? This isn't how loaded chunks work...chunks are still active behind you, the only difference is that the shape of those loaded chunks is a sphere instead of a rectangular prism...
Where did you ever here that this was happening?
[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. >_<
1. Yes, there are still many advantages. Even though on Far there would technically be more area loaded, with Cubic Chunks we could have many more optimizations such as reducing lag from chunk loading due to the chunks being 16 times smaller. Also players could have the option of customizing the render distance in each direction, so players could see 2x as far on dropper maps or see 2x as far on a super-flat world without any more lag. Also with the chunk occlusion and absence of air chunk loading, we could reduce the area a whole lot and maybe even bring render distances to 20 with still less lag.
And besides, are you telling me you just want to leave all those players with poor computers in the dirt to rot away with poor performance that could easily be boosted?
2. No, it's not. Elimination of X-ray is optional and wouldn't be used by many servers.
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Curse PremiumThe problem is, there is a very similar issue that was already broken by Mojang. Horizontal travel over very long distances.
Back in the days of true single player, there was something called "Instant-wire". By using properties of pistons and redstone, you could get past the 16 blocks per tick update limit. You could make a very long redstone+piston wire that would send a signal any distance in zero time.
And, in single player, it even worked across unloaded chunks. Yep -- 100 chunks out, and 100 chunks back, in a single tick. Now, rendering took a while, but the signal traveled instantly. So, horizontally, we found that the game would be happy to load and unload as many chunks as it needed in order to transmit a signal any distance at once.
Now, there is no real difference between horizontal and vertical.
Given this, and given that Mojang has basically said "we are inserting artificial and non-predictable delays into horizontal signal transmission", and given that the signal can be lost (see https://mojang.atlas.../browse/MC-2523), this is not a valid reason to say "we won't implement this for lighting". You already have this exact issue for redstone.
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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?
also you should check out Tall Worlds
I can for one say that I have "played" it, there was a version of a cubic chunks mod maintained by another author for beta 1.3.1 and it was epic
Also why does MCF think that "Minecraft" is a misspelled word?
also you should check out Tall Worlds
EDIT: I don't think minecraft will be complete without this kind of thing.
You don't seem to understand the difference between loading chunks, and sending their data. If you have a server, a person connecting to your server doesn't need to know what's happening underground for it to happen.
[World: Classic height]
Also, how will inifite deph work? because, if there wont be bedrock enymore, there should be like a point in wich there is a inifnite lava ocean. but like, really deep, i mean, REALLLYYY DEEEP, like -1000000 blocks, so its like a minning milestone, and the deeper you go, the crasier caves go and the more rare ores spawn. at the lava ocean, before it starts, there should be diamond spikes.. but not like a ore, like a diamond block but different.
I think that's been addressed in the OP... I don't know, what do you think?
(Actually, I just found some inconsistency in the OP, which I've marked in blue.)
also you should check out Tall Worlds
My idea is that just like the boolean to see if the chunk is completely empty, it would check if it has TRANSPARENT BLOCKS in it (air, half slabs, glass, signs, doors, liquids, etc…) If it does, then it COULD be seen from somewhere. If it doesn't, then it's underground, and completely hidden. Sending the chunks that have transparent blocks in them could eliminate lag keeping you from the loaded chunks because of the possibility that they COULD be seen from somewhere. There is one problem with this system though.
If a chunk was visible, but didn't have any transparent blocks, it would not send. For example, if someone carved a tunnel underground that lies on a chunk boundary, the chunk would be visible, but does not have any air because the tunnel was still in the other chunk. Therefore, it would not be sent.
I thought of a solution for that too. If a chunk has transparent blocks, send it AND the ones directly adjacent to it. While it would send more chunks than the first method, it would still send less than the current method of sending everything. Perhaps the server config file could choose which method to use.
chunkSendingMethod="all", "visible", "possible", or even just 0, 1, or 2.
I made my own shader pack, by the way.
Why none cares that you can actually limit unlimited system by server and use it as it supposed to be?
The key feature isn't a technical possiblilities, when mojang removed world limitations none actually wanted to break the limit.
Minecraft is about exploration. Giant mountians, real rivers(i mean... REALLY HUGE ones), real-size trees and the most - mines.
I don't like that you can actually spawn, dig 60-70 blocks and... heres the limit. And when you compare those 9999999+ generation limits with 60 block limit... i feel like i am getting it wrong. It's not about what you would count, it's about what you would like to feel.
Player isn't always a total geek, and even once he is he mustn't always think about such.
Perfomance? What makes you unable to add such type as "surface chunk" as there are 16x16x16 cubes it mustn't be so hard to tell a terrain gen:
"So, listen: Everything is highter than surface is "everything highter than surface", everything, generated below the surface is those, called "areas below the surface", and you might also notice, that everything sets below the surface doesn not care of anything highter, not of those chunks, nor of dem "sun", and everything above the surface does not care about how long my mine actually is and what kind of abusive form it got. What do you mean " what about your skyscrapers " ?! I am freaking saying - FORCE DEM TO LOAD! What did you say?! FREAKING FLYING PLAYER GENERATED THINGS?! Forget about those, earse those, i don't like things that got their shadow square bigger than ... square of it's square square(dem english).... unless it's mine and held by beacon. Got it? I love ya, human-readable-markup-language! "
btw, checking 4096 blocks every tick? or, we can say loading chunk to check if we must load chunk
There are two sides to Cubic Chunks: The infinite height, and the more efficient chunk loading system. One of the best parts about this suggestion is it takes two really good improvements to Minecraft and combines them into one. You can't have one without the other.
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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;
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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.
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