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
Yes. The updates should be smaller...Idaho!!!
Now HERE'S a cool idea. That would be an interesting way to spice up the gameplay of Minecraft. I do think, after some consideration, that this could be implemented quite easily, with or without Cubic Chunks (although Cubic Chunks may make the coding less infuriating), and could actually be made into a separate mod. I would probably get on that, if not for my complete lack of programming skill. Again, a really cool idea (which would totally make for some awesome arena ideas... just sayin'), thanks for sharing!
Actually, the gravity is strongest on the surface. The closer you get to the center of earth, the less gravity there is. The farther away you get from earth, the more gravity there is.
In Minecraft, the game lighting is using the top of the map as a reference point, so with infinite height, that reference point is gone. So how do get a reference point from the top if there is no top? We use the generated chunks as the reference point!
When the cubic chunks are loaded in a floating island map, it checks to see the top of highest chunk ever generated, and it calculates the sunlight from that chunk.
EXAMPLE:
So Notch will be in sunlight becuase the island above hasn't generated yet, so he will still be in a sunny spot.
If he pillars upward and generates the chunks....
The game checks that the height of the generated map in that section changed, so notch and the space to the right will be in darkness forever until he removes the island.
The sunlight can also be saved in a seperate .jar file that is called 'light' so the file in the world doesn't take up much memory, and the sunlight issue will be solved.
Mewtwo is the best pokemon!
You're welcome.
also you should check out Tall Worlds
To be precise, it totally depends on exactly how deep you want to go, because the planet's density is not uniform.
Gravity would probably actually increase until somewhere around the mantle <=> outer core kind of area, some 2000-3000km depth.
For the record, we'd already be defying realism by allowing the player to reach this depth, since the temperature would be well in excess of 4000ºC. That's hot enough to melt your diamond pickaxe (well, technically, it would probably just burn and turn into graphite, possibly it would even be hot enough for the graphite to sublime... but whatever).
Of course, this is before we even start touching on the extreme pressure at this depth. In actuality, if you managed to make a space at this kind of depth, then the decrease in pressure would cause the rock around you to melt (assuming it was solid in the first place), fill in the space, and be compressed back into a solid around your incinerated corpse.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
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Curse PremiumPsh. Reality is overrated.
True realism sucks the fun out of everything :'(
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Minecraft is not medieval-themed!!! As a matter of fact, it doesn't have a set time. And when and WHY did putting reponses in the quote, especially long ones, become a trend in the Suggestions? It's rather inconvenient, mainly since the OP has to gather your quote up manually. Avatar made by Endergirl!
Cubic Chunks. or at least, the Tall Worlds implementationcan make a world that is 16 million meters in every direction, about 4e+12 cubic kilometers. The earth has a volume of about 1e+12 km3.
But, the Earth is tiny. Just compared to the solar system the Earth is barely even a speck of dust. To put this into perspective, Jupiter has a volume of about 1e+15 km3, enough to fit the earth inside of it about 1000 times over, while the sun has a volume of 1e+18 km3, enough to fit Jupiter inside of it some 1000 times again. The solar system itself, from the sun to the interstellar border, is a good 15 billion kilometers, some 20'000x the radius of the sun, with a rough total volume of about 1e+40km3.
Our galaxy has a total volume of something like 3e+60 km3, and contains about 400 billion stars. The largest of these stars are upwards of 1000x larger than our sun (some are nearly 2000x larger). If you put them in place of our sun, Earth would not even be a third of the way from their core to their surface. Current estimates suggest that the universe contains upwards of 200 billion galaxies.
Minecraft aims for an earthly scale, but there are all sorts of games that aim another step higher. EVE is perhaps the first that comes to mind. Another notable example is No Man's Sky (although it isn't released yet). While their worlds are perhaps less... detailed and interactive than Minecraft's; they are much more infinite than Minecraft's will probably ever be (literally they are about the size of galaxies).
The point is; Minecraft's world is not truly infinite, nor is it the largest, nor will it ever be the largest. That said, it is still pretty big
EDIT: Strange formatting fails.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
The next step of it is basicaly each block is 16x16x16(+1) with an exstra plane at the top of the chunk that is just a copy of the lighting data from the bottom plane of the chunk above. Any time a chunk update happens it updates lighting (but only that lighting plane) on every chunk bellow it till there is 0 light. This means one chunk has the light data of all the chunks above it.
Now to deal with floating structures and overhangs created by the world gen that's easily delt with by making a limit to how much a shadow a block can cast..... eventually a block high enough is going to be high up enough that you can just in it. (perfect showding would just be imposable) so it only has to load chunks the first time up so many chunks (maybe around 10? thats still less than normal) so going into a new area above ground will have the same lag as normal minecraft, but once it's loaded your back to having less lag.
You can also work with the way lighting works so that light from a sorce decreases going down if the block above was surounded (8 blocks on level with it) by less fully light blocks than non fully lit blocks.... and goes up or stays max if surounded by more fully light blocks than non fully light...... .
I know i'm not describing it well, but it's a some what complicated but not too laggy work around for lighting.
That's likely not EXSACTLY how it works I know, but that was the Idea I had that people worked off of and some with the codding know how has figured it out i'm told.
But the main thing to take from it is, one chunk has the lighting of every chunk over it factored into it and saved on it in a simple format.
"Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
I don't doubt the mojang team, but... This seems like something they would never have been able to do before.