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
It is alive and very well.
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Curse PremiumWho is developing the mod? I'm having a hard time getting in contact with any of the cubic chunk devs.
EDIT: nm. Made contact.
There's always Robinton's original mod.
Maybe Calacbolg should add a section about topics discussed to death. Otherwise, give them a break, they just got here and they hadn't a chance to read 212 pages of information.
And yes, I am still the Master of Disaster.
Add an array Boolean[16][16][16] to the cubic chunks class and have each point to the corresponding index in the array of the block immediately above. If light can reach the block, the bool = true, else it is false, recalculate only at the place where the block above != the block below.
e.g.
if (canPhotosynthesize[0][0][1] != canPhotosynthesize[0][0][0]){
/*check for a change in loaded chunks*/
}
While the reduction of the overall amount of data being sent would, indeed, reduce the payload of having to send the visible cubits to a player on a server, each cubit would be its own packet. It's a well-known fact that the compressing and sending of packets is a fairly laborous process for a server, even when they are as small as 16x16x16.
This then raises the issue that, with each cubit being sent existing as an individual packet, the server would be required to send a much larger amount of packets to the client than in the current "chunk" format. So then, the reduction in lag caused by the sending of a relatively small packet might actually be countered overall by the fact that the server has to put in the effort to send such a large number of packets per-player. While a single player experience could benefit from cubic chunks, a multiplayer server may actually suffer from much greater lag than previously, due to the larger payload of packaging and sending all of those packets.
It would e excellent if there is some way to work around this fact, but for now I don't see any way that one could feasably take care of this issue, along with the lighting conundrum we seem to have encountered on this thread. Hopefully the developers of the system can produce some definitive evidence to counter the possibility of payload issues on a server. I would hate to see the concept of infinitely high worlds brought down by something as simple as packet handling.
Edit: After looking at Redsounde's post, that may be a potential workaround for the lighting problem, but wouldn't it still load chunks, even if it is in the background?
Quite unrealistic to expect someone to slog through 212 pages worth of stuff imho.
Then you obviously either didn't read what this mod is, or would do, or you have no idea how Minecraft chunks work. Chunks are 2D, Cubits are 3D. Simple. Now, implementing a new system based on cubits, that isn't simple.
Fixed. Check out the latest snapshot and press F3.
Sorry, nothing for the latest version, or most versions. It's mostly a concept for now. There are still a few issues to be worked out.
How does the debug menu have anything to do with a completely different system of terrain storage? As far as I know, Mojang is going to stick with chunks, as it simplifies a number of key issues with lighting and terrain generation.
Chunk: 12 2 1 in 62 8 0
Explain the three dimensions.They converted to cubic chunks. Terrain generation is not affected. Maximum height is still in place.
100% Support.
Also related, mob spawn rules would have to be changed for Cubic Chunks to work without problems; currently it is based on how many chunks are loaded server-side (the server's "view distance"), with the result that spawn rates are highly dependent on render distance in 1.7.4 and after due to the loaded chunk count tracking render distance (instead of loading a fixed number of chunks as in 1.7.2 and before), resulting in this bug in singleplayer (something they should have fixed before changing the chunk loading in 1.7.4).
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?
What Mojang did was half-implement the CC system. The world is divided into 16x16x16 mini chunks, but, it can't load each separately. What it does do is it makes it so that any CC that is only air is counted as an "Air Chunk", and is ignored for all calculations. The difference between that and true CC is that the real thing can load each CC independently, which will then save even more processing power, and allow for infinite height.
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Curse PremiumWell, then they've got something half-right...
maybe that will make implementing easier?
Nope.