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
Not bad, but it would be unnecessary. Here, Infinite height also means infinite depth, so the oceans would be deeper, and solve the problem any way.
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Curse PremiumThere is a hard limit of ±30'000'000 on all 3 axis. This limit is enforced by the CPU, the world can still generate but coordinate maths stops working properly and the player can't interact with blocks.
Anyway, there would be no problem generating more world below y=0. To be honest, sea level would probably end up being set at y = 0 to begin with, but I digress.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Technically, it would only start being laggier than the current system at Far+32. But think about this for a sec: People with anchient machines can play much better, and people with newer machines can see and play higher than before. I personally don't see a good reason to go past Far anyway. With optimized/customized loading, you could set it to not load chunks upwards or downwards after a certain point so if you'd like you can just see farther sideways. As technology improves, the people with the $$$ will buy newer computers (supposedly the majority of the people who have good computers) and you will probably be able to go farther than ever before.
That's the main reason I'm supporting this.
I would prefer to have better lighting mechanics than a render distance past far. Just saying...
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.
There is no question of whether or not this should be implemented in Vanilla Minecraft. The answer is obviously, unequivocally, yes.
I give this suggestion my full support.
That would be an incredibly short sited approach. Though I don't really see how adjusting the coordinates would be very hard, spawners and command blocks may need some special attention, but aside from that it should be relatively simple. And it simply makes far more sense for sea level to be at zero.
They could obviously just make it so converted worlds generate off-by 64, while new worlds generate with sea level at zero. That would probably be the easiest way.
Mostly moved on. May check back a few times a year.
Why shouldn't sea level be changed to y=0? Why should it stay at y=64?
Thanks for the support, I hope to see you posting here often.
So far we haven't been able to think of a legitimate reason for Mojang not to implement this. Thanks for the support.
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.
Putting the sea level at y=0 has nothing to do with the depth of the world generation. It just makes things look nicer
In real life, pretty much all topographical height/depth is given in terms of distance above/below sea level. The top of Mt Everest is 8km above sea level. The bottom of the Mariana trench is 11km below sea level.
Also, there is no difficulty moving the terrain up or down during world conversion or generation. When converting an old world, we would simply move everything down 62 blocks. Nothing changes, it just becomes a little bit more user friendly.
Using various optimizations, it would be very possible to improve performance to a point at which the massive render distances became completely feasible. There are also optimizations that can be made when loading/rendering areas beyond a distance of about 128 blocks from the player.
In a nutshell, a reasonably optimized system should at the very least be able to handle the far+32 view distance while still giving markedly better performance.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
OcD Simple Add-On!
Mostly moved on. May check back a few times a year.
I think they should just rename coordinates sort of like MCforfreeuser said. (I think.) The height of most terrain features is measured by relation to sea level.
To follow soon I hope?
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.
It depends on how soon I have my response.
#9 most replied-to suggestion of all time now, 150 replies til #8 and so on. :x
I totally forgot about entities, and Bumber is right; it would be very hard to move everything. Just having things display "y-62" instead of "y" would solve the problem. I don't think this really has anything to do with Cubic Chunks anymore, but anyway.
SPAM TILL WE GET TO #1!
But seriously, Cubic Chunks has been around for less than half as long as any of the threads above it.
The #1 (Aether) has about 2.5 times the views, but has been around for 5 times as long. The #2 has been around for 3 times as long, but has barely twice as many replies.
In other words, when we consider the relative age of this thread, I think we're actually doing even better than the replies/views tally would suggest.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Which is why I suggested that converted worlds would simply be offset. Though new generation would have its sea level 64 blocks lower than old gen, nothing that was would move, you would just have a big cliff around the edges - or there could be a way to simply generate terrain higher for legacy worlds. Such as a sea-level tag in the NBT.
Thus new worlds will have sea level at zero. And old ones would be. . . weird - they also have a layer of bedrock where there shouldn't be any.