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
And they could get denser and more common until it is almost all bedrock, with a few gaps, and if you explore enough you could get lucky in finding a particularly deep gap which would have better ores and stuff. There could be some biomes with less bedrock pockets and smaller ones, and there could be a volcano biome where there are no bedrock pockets until you go down really deep.
i think there should be a height heightmap for the world, which is stored in separate files per chunk. It is updated each time the player places or breaks a block that would effect the height map. When the height map changes, the server notifies each client that is rendering a chunk in the same column as the change (in the case of single player there would only be one client) and the client updates all the chunks within its render distance that are directly under the chunk modified. It does not need to cycle through all the blocks, just the ones directly under the change. It would also only need to update visible chunks and blocks. When a new chunk is loaded it simply checks the height map and adjusts its lighting accordingly. When a new chunk is gen'd it would generate its light and than terrain. Light would not be delayed as that would screw up this system. This would mean there would only be large lag when making changes that effect the height map. When optimized so that only visible chunks are rendered and air chunks are not rendered, building on the ground at the height map would not cause much lag because only the chunk you are in would have to be updated, because sunlight goes strait down and there is ground beneath you so you are not rendering chunks below you.
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Curse PremiumNo need for an heightmap at all.
Actually, having an heightmap is counterproductive when you want infinite height. Height can't be a concern, because any height is equivalent when light is supposed to come from "above" infinite.
Is there some "sidemap" for x and z directions ? No.
Light changes need to be delayed. They would need to wait for light below to be generated, if it isn't already.
Which is why i said that lowest generated light data is needed, to stop the update threads there, and decide if the update thread should continue or not.
Of course, if the light below is already generated, the terrain should be too, and the light update will stop at the first non transparent block.
Mojang noticed the first CC mod, and decided to incorporate part of the system into MC, thus creating the Anvil Chunk format. Currently, air sub-chunks are not stored in the same way as other sub-chunks, and the game doesn't perform any calculations on them, which removes a whole lot of lag.
+100% Support
I'm sorry.
This doesn't mean that this suggestion needs to die. Colored glass was around as a suggestion for years before it was added. This topic is nearing its one year anniversary. With 4000 replies, nearly three thousand supporters, and 250 topic followers, I don't see any way this suggestion could possibly die.
Its ok, we know you're trying.
Holy excrement.
I can think of a few ways. :3
If you say so.
I do say so. Admittedly, they aren't very likely...
At least from my experience with making a Superflat void world (2;0;0 with structures off); you end up with several-megabyte region files despite there being absolutely nothing at all in the world; you can test it yourself if you doubt me (tested in 1.6.4 and 1.7.4), which suggests that the game actually does save empty chunks/chunk sections. Not sure about calculated data but bug reports like this one suggest that the game doesn't save light levels, among other things (note that this bug is related to the discussion on what to do about lighting when chunks above haven't been generated yet; in this case, the game assumes there is open sky and erroneously lights up areas that should otherwise be dark).
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?
Of course its saves them, it just saves them differently. If you have MCEdit, and you remove all the blocks in a chunk, when you scroll over that chunk it'll say "Chunk is present and filled with air" or something along those lines. The game treats air sub-chunks the same way it treats full air chunks: it remembers that they're air chunks, and doesn't perform any of the usual calculations on them.
The way the game saves chunks can always be changed. However, this concept should allow greater, if not infinite height, without the lag.
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Curse PremiumMinecraft doesn't save empty chunk sections.
Region files with empty chunks are several megabyte files because the minimum chunk size is 4kB (sector size).
1 region file contains up to 1024 chunks = 4MB.
Cubic chunks discord server
also you should check out Tall Worlds
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Curse Premiumalso you should check out Tall Worlds