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
because the y limit is so low you can get to the lowest layer in a minute at the moment
and this can be a start to adding so much more features
sorry if my English have mistakes it's not my main language
No mater how hard I think I can't come up with a single reason why would oceans stop you from having "infinite" height O_o
Putting the CENDENT back in transcendent!
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Curse PremiumYou can't have a big enough rise without a big enough run. Unless you want almost completely vertical terrain. Take the longest perpendicular lines and put it on a 2d minecraft map (like amidst). Place it on any coordinate you like and no matter what, each 4 sides will always hit an ocean somewhere (well that's a no brainer, oceans are located in all directions) You can definitely have enormous heights that seem infinite, but they won't come close to reaching y= 30,000,000 like explained on the thread, But that only applies to default world types because oceans are flat. The landscape has to go along with one ocean to the other.
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Curse PremiumThat makes sense, thank you. Honestly, I think Skyrim-Throat-of-the-World height is good enough.
The Throat of the World is only 766.5 blocks above sea level. source
The current sea level in Minecraft is Y62.
Rounding the throat of the world's height to 767, that would mean the building limit is only 829, so the height of the world would only be 3.23828125(repeats forever) times higher.
Three words. Depth. Base. Size.
Three more. Biome. Depth. Weight.
This makes it so that it doesn't matter where the world height is, the terrain is still the same.
Putting the CENDENT back in transcendent!
The idea of utilizing the whole 30 000 000 blocks of height to generate terrain within is silly on it's own because the available space is cube. It would be vertical with 45 degree slope being the most flat you can get, and oceans have nothing to do with that.
Maybe it could be possible to specify the biome sizes in the same manner as ground layers can currently be edited before generating the world.
above a certain hight, as you pointed out, the chunks far below you dont render anymore and when youre looking down, youre looking into the sky. youre sitting on a mountain, but there is no terrain far below you anymore.
so solution no1: the view would be blocked by clouds. if you reach a certain hight, at the edge of your view range, the game would render clouds or fog below in the horizontal plane to completely cover the naked sky. this might be the easier method.
not really ideal, but possible.
solution no 2: some mods add voxel maps, that show the top down view of your world in a minimap. one way to solve your problem would be, if above a certain hight, the game rendered a 2d image of the top down view of your world to cover the view of the sky, and have it basically as a background behind your loaded chunks.
the good news is that this would only have to be calculated once for already generated chunks.
if you go up high enough, terrain would completely stop generating. (youve basically reached the top of the tallest mountain).
flying even higher (through creative mode for example) would make the picture blend over into a generic picture of a planet. similar to how it looks like, when a galacticraft rocket launches.
and in the opposite direction, if you dig down. if there was hole or ravine that goes all the way up to the edge of your view distance, there would just be a black fog rendering over the sky, as if the light from up there doesnt reach you anymore.
Would beacons have a problem? Either way, SUPPORT!
User: Hey! I can read this!