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
10/10. I cri evertim.
To the topic of lighting, have each generated chunk have the isEmpty query imposed on all chunks above it, if no non-empty chunks are dictated by the seed without doing an entire chunk generation, then that data should be saved (not generated each time) with that chunk as skyVisibility or what-not, and should stay that way unless and until a chunk above the chunk in question is edited, in which case the x and z coordinates of the blocks should be marked and saved to the CiQ (chunk in question) with the lighting level based on the block's height (right above it being 0, and each 2 chunks up the block below's lighting level goes back up one, so under a block 4+ chunks up (ignoring light spread from surrounding blocks) would be 1, 8+ chunks up would be 2 and etc. and the more blocks around the one in the sky would cause a larger shadow causing the light spread to diminish causing the inside of the shadow to be darker, but never darker than the darkest possibility dictated by the block's height above it) and then lighting should be calculated from there. If one of the chunks is partly filled the same should be applied, however, should an entire 'sky-chunk' be filled then a query should be done on surrounding 'sky-chunks' on the same level and if a 3x3 area of sky-chunks is filled, then the light level of the CiQ should be baselined at 0 and should the sky-chunks around the 3x3 sky-chunks be empty then the lighting around the center dark chunk should be a semi-standard gradient in compliance to the earlier stated height-shading ratio.Edit: Apparently it's been solved.
And then we'll need this as well.
Edit: Ignore me I forgot the most important rule of posting on forums, check back several pages for little to no reason.
And then we'll need this as well.
The effect this will have on your view of the sky while traversing normal terrain: you will always see the sky correctly if you have chunk render distance at least to 6 chunks (and almost always even at 4 or 5) except when you are in a deep cave or ravine looking out toward the sky.
Additionally, a slider could be added into the graphics settings to generate extra chunks upwards to help ensure the sky is visible, for anyone who wants to see the sky from down deep. That would be easier on someone's system than generating chunks that far away in all directions.
I want
ocean content(thanks Möjang!), nether biomes, and savanna passive mobs.-
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Curse PremiumYeah, the internet is a hard place.
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Curse PremiumWait... how else am I supposed to post my uninformed opinion on a subject matter I know little about?!?
Basically do what you just did, but put some time into it.
And then we'll need this as well.
I want
ocean content(thanks Möjang!), nether biomes, and savanna passive mobs.Well then maybe do it in visible areas. What I mean is like, if there's a overhang with water, the thing would just stay there?
It's already on its way there. Thank Cuchaz and the rest of the guys on the Tall Worlds team for making this an ever closer reality in 1.7.
All we need is for player-driven events to continue in the distance, ie. furnaces, brewing stands, farm growth, and farm animal growth and feeding timers. Then mobs (both hostile and non) should cease operation when outside of loaded chunks but should still run their despawn timers down. The exception to this would be dropped items would not count down while outside of loaded chunks, because otherwise it could become impossible to retrieve your items in time when you die.
I want
ocean content(thanks Möjang!), nether biomes, and savanna passive mobs.Single blocks - easy.
mod compatibility - easy
Hopppers, redstone, inventory interaction - just not feasible. (as in, if a hopper is disabled with redstone, or a dropper is supposed to move items using a clock, it's not feasible to accommodate for these kinds of possibilities within a manageable code-base).
My conclusion was that it would only work on single blocks and very simple hopper-furnace setups. Going past this would be opening a very big can of very wormy worms, and would quickly degrade the entire Time-stamps based suggestion into one of those things that would absolutely never make it into the vanilla ever.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Just keep it simple: actions that interact with other blocks cease in unloaded chunks, actions that stay within their own blocks continue in unloaded chunks.
I want
ocean content(thanks Möjang!), nether biomes, and savanna passive mobs.And then we'll need this as well.
Sounds like a move in the right direction. He says it won't be Cubic Chunks, but they could always change their mind.
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.