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
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Curse PremiumThe world chunk loader that cubic chunks needs has to...
That is probably one of the hardest parts.
- Longor1996
I like your suggestion for the presentation.
I smiled when I read your comment, and then I laughed when I read your signature. Thank you.
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.
Thank you
First of all, the view area can be any shape. It can even 100% mimic the current view area. Regardless, loading chunks in a region is not very difficult.
Next is the "motion affected chunk loading". I agree, it could be difficult depending on how it's done. However, there are many very simple approaches, such as loading chunks around a line drawn in the direction of the player's movement.
The only really hard part from your list is: "Only load chunks in the player's frustum". Unfortunately, it is not as easy as it seems to determine which chunks can and cannot be loaded. There are many methods. Some remove more chunks, some remove less. Some methods are fast, some are so slow that we couldn't use them even if we wanted to. It is difficult to create a system that will remove chunks, let alone remove a lot of them while maintaining high efficiency.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I revised this FAQ. Perhaps it's clear enough to understand now:
EDIT: Watch a thread?
Edit 2: Topic. Not thread. (I feel like an idiot.)
Curse should let me embed a .wav in the page that screams "READ THE FAQ READ THE FAQ READ THE FAQ" over and over.
Better chance of an alien invasion, zombie apocalypse, the second coming, and the sun exploding all at the same time for completely unrelated reasons than for everyone to read the FAQs.
There is no such thing as "everyone reading the FAQs".
You could start the post with a brief description of Cubic Chunks, follow it with the FAQ, and then explain everything in more detail at the bottom? The more words the person has to read before they hit the FAQ, the less likely they are to read the FAQ.
At least when people post in the thread, it brings it to the top of the list, so it's not all bad.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
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Curse PremiumSomeone made a voxel engine with real Far-Away-Compressed-Chunk Rendering!
- Longor1996
I'm also known as TANNAR in some places.
Amazing! Simply amazing! Calacbolg, we've got some more content for the OP. You may want to add &t=0m05s to that YT Url so we can skip the "Discover SoBlock!" message.
Why not like this?
"SoBlock, which uses similar chunk-handling system but different(and awesomely no lag) rendering. Together with Minecraft's procedurally generated terrain will make infinite render distance and worldsize plausible."
It also help promote it, as that game is still unknown.
After playing it for a bit, I understand some of their chunk-handling and chunk-rendering system.
A screenshot from SoBlock, viewing various chunk sizes from 1^3 to 64(?)^3.
-One(biggest) chunk consist of 1024^3 cube. Getting close to a chunk divides it to 8 smaller, 512^3 chunk. And so on until 1^3 block.
-Their rendering system isn't fast enough to react to block updates; you may fall through blocks.
-If you go fast enough to a big non-air chunk, you can walk on top of it before the level of detail increases. This gives me an idea about travelling to unloaded chunk. Rather than temporarily replaces the blocks with bedrock, I say creating an invisible, indestructible entity per unloaded chunk with a 16^3 solid bounding box can halt the traveler to save its momentum while the game loads the chunk. When the game loads the chunk, remove the entity, and apply the previously saved momentum to the traveler.
So, comments?
OcD Simple Add-On!
Ah. I think the entities would have to be loaded? And that is a first priority While loading the chunks?