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
No support
1- Finish the mod API
2- Give brains to villagers (make em more usefull)
3- Add ambiance: birds, fishes, bugs, crabs on beaches, monkeys in jungles...
4- More plants! Aquatic, any fruit tree, bushes....
5- Ambiant sounds!
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My supports
Support.
~yoshi9048
My best suggestion:
Mobs actually being varied???
Ya we'll keep the chunk system as it is for the sacrifice of infinite build limit and 4x preformance
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Curse PremiumIsn't there a link for the proof of concept mod?
(I know that this thread is trying to accomplish the implementation cubic chunks to vanilla mc)
But I would like to play with it now
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Curse PremiumThe mod is still WIP, but the link is here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1446302-tall-worlds-mod-raising-the-world-height-cap
Sorry about the long link.
You can do this;
And it will look like this;
WIP Cubic Chunks mod
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
He has literally proven it works like the thinks. No question.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
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Curse PremiumWhy do you say this? Loading chunks isn't as intensive as you think it is, especially when the chunks are super tiny. Chunks themselves being loaded don't cause lag, it's the blocks inside them being loaded that adds lag. And yes, you load more blocks when you don't use cubic chunks. Try playing a standard flatworld on Far render, check your FPS, and then play a regular world on Normal distance, and you will see that loading less blocks does indeed reduce lag, even if you increase your view distance. That's the trick with cubic chunks, you don't load any blocks that is so far below or above you that you can't see it. Many games have already tried and fully utilized this system, with little to no added lag.
There would be no way to "toggle cubic chunks", just like there is no way to make it so that Minecraft can "toggle cubes". It wouldn't work, because that would be removing the foundation the entire game was built on. Even if you could just toggle it on or off, you would have to deal with completely incompatible systems. You couldn't play on servers with different settings from you, with mods built for different settings, etc..
I had intended to quote, but I failed.. Someone mentioned the Nether shouldn't suddenly appear when you mine down so far and were arguing that it was another dimension. Which it is.
In Castleminer Z, a semi-successful ripoff to MC, you can mine down into their version of Hell.
That makes a bit more sense. I think that a separate mod could be a great way to implement mining down to the Nether, but having it as a default part of Cubic Chunks isn't the way to go. I may just bring this up on the Tall Worlds thread.
Imagine you are on a large grassy field, and you tell the game to render the nearest 5000 chunks to you. This loads a majority of the field, as well as a massive cliff to your north. You can see the top of the cliff, but not what is on the top. When you walk towards the cliff, more and more chunks on the other side of the cliff are loaded, while chunks in the field behind you de-res. Naturally, your sight distance will decrease, but it won't matter, as you can't see the other side of the cliff.
At the base of the cliff, you can't see much behind you, as the interior of the cliff is taking up many of the 'slots' for chunks to load in. However, this is a good thing, as it prevents annoying lag spike when many 'filled' chunks are in a near vicinity to you (ie within your render distance sphere). I don't know for sure,but I have been told that when most of the cubic chunks near you are non-empty, the game can slow down quite a bit. This idea is sacrificing view distance for performance, but only when necessary. A player with a fantastic computer could set the number of 'chunk slots' to an absurd number, and still get good FPS, while a player with a dinosaur could set the number of slots to the 10s. This would allow for performance option customisability to more than just a sliding scale with 4 options.
When you scale the cliff, and get to the top, you can see a much further distance in any direction, as there is now an abundance of empty cubic chunks off the cliff face. This means that, because the system can now accept the extra load, more cubic chunks are loaded, and view distance is increased.
Essentially, tell the game how many cubic chunks to load. When the game would otherwise lag, it just loads less chunks. When it can accept it, it loads more further away. I feel as though this would take the mechanic to its furthest capabilities, and I hope to see it implemented.
Dynamic chunk loading? Seems like a great idea. In the settings I would put a range for chunks rather than the single selection though.
otherwise support, i want cavern biomes :|
That more or less already happens with the way the game renders things.
This sounds good but seems hard to calculate and maintain.