are there any plans to make the map have a higher ceiling. raise the clouds as well obv
don't know how hard it would be
it sucks when mountains get cut off
idk I just always wanna build stuff higher
Notch said a while back that he was going to work on a way to get the map height to grow when you needed it to, but idk what has happened with that idea, I'd suppose it's not priority one right now.
Notch said a while back that he was going to work on a way to get the map height to grow when you needed it too, but idk what has happened with that idea, I'd suppose it's not priority one right now.
This post demonstrates how he will probably implement it.
Quote from supercolio »
Quote from fendron »
I say: Notch make the sky limit higher!
I remember that notch will make sky limit higher, like this:
...
That means that map can lift sky level if needed, from specific area. I'm not 100% sure about this..
*BIG HAND FOR MY PAINT SKILLS!!*
I can't wait to go minecraft skydiving ^.^
Build up really high and launch with a minecart.
That was an idea I spoke with Notch about in the IRC some many weeks ago and the problem he saw with it (and I agreed) was that it might be weird to be building something tall and run into an invisible barrier.
The idea I had basically went like this:
Each chunk in game (currently 16x16x128, I think) has associated with it an "offset" altitude. So each chunk would only ever be 128 blocks in height, but these chunks could be shifted up and down with respect to one another allowing terrain features (but not player constructions) of practically arbitrary height. What I thought was appealing about this suggestion is that it got around some of the technical issues with having infinite height (which is something to do with the lighting and the other reason being that players were able to fall faster than the level could load/generate). I'm fine with having 128 blocks in the vertical direction to work with, it's plenty deep. I'd just like to have actual life size mountains (well, maybe not that big).
Right now we can have hills that rise some 64 m above sea level. While they do look impressive up close, consider that most real world mountains are thousands of meters in height.
Rollback Post to RevisionRollBack
Never attribute to malice what can adequately be explained by incompetence.
The altitude problem has a simple theoretical solution, but slightly complex application solution. Ideally, chunks would generate and load as you move upwards or downwards.
There would have to be a new chunk superclass for the creation of two new chunk types (air and ground).
[*:30alwbf5]Air - generates just air and/or floating islands. Eventually could dissipate atmosphere and move into space
[*:30alwbf5]Earth - generates purely underground chunks, caves, etc..
[*:30alwbf5]Crust (original type) - Normally generated 16x16x128 chunks
Implementing larger mountains is simply a matter of pushing the CHUNKS through a terrain generator in addition to creating terrain within the chunks.
The CHUNK TERRAIN GENERATOR would contain a condition where
[*:30alwbf5]CRUST tiles must be interconnected
[*:30alwbf5]AIR tiles and EARTH crust may NOT be touching each other
This would create an air region, an earth region, and a crust region in the middle (That's where we play!) and also allow for the high-level control of terrain (large/small mountains)
Of course creating the chunk terrain generator and modifying CRUST code to match is no trivial solution.
* Falling would not affect generating chunks
* Falling would affect loading chunks (could easily be rectified by a maximum fall speed to compensate, though this is ultimately a design decision that would affect gameplay so notch would have to deliberate)
Also, it would be interesting to allow the CRUST chunks to be created in a bubble-shape within deep sectors of EARTH chunks.
The altitude problem has a simple theoretical solution, but slightly complex application solution. Ideally, chunks would generate and load as you move upwards or downwards.
There would have to be a new chunk superclass for the creation of two new chunk types (air and ground).
[*:26gex14d]Air - generates just air and/or floating islands. Eventually could dissipate atmosphere and move into space
[*:26gex14d]Earth - generates purely underground chunks, caves, etc..
[*:26gex14d]Crust (original type) - Normally generated 16x16x128 chunks
Implementing larger mountains is simply a matter of pushing the CHUNKS through a terrain generator in addition to creating terrain within the chunks.
The CHUNK TERRAIN GENERATOR would contain a condition where
[*:26gex14d]CRUST tiles must be interconnected
[*:26gex14d]AIR tiles and EARTH crust may NOT be touching each other
This would create an air region, an earth region, and a crust region in the middle (That's where we play!) and also allow for the high-level control of terrain (large/small mountains)
Of course creating the chunk terrain generator and modifying CRUST code to match is no trivial solution.
* Falling would not affect generating chunks
* Falling would affect loading chunks (could easily be rectified by a maximum fall speed to compensate, though this is ultimately a design decision that would affect gameplay so notch would have to deliberate)
Also, it would be interesting to allow the CRUST chunks to be created in a bubble-shape within deep sectors of EARTH chunks.
I don't understand, you haven't actually explained anything. Yes, you could stack chunks in the vertical direction, it's presumed that that was what Notch originally tried and dumped because, for whatever reason, it just didn't work. Quoth his February 26 blog post:
The engine is very dependant on knowing the highest block on each column, mostly for lighting. Trying to come up with some generic way of keeping track on that in an infinite level is interesting to say the least. It looks like i have to keep track of columns of chunks no matter what i do, and that also means that fixed depth columns would be much cleaner and easier to code. 1000 tiles deep, perhaps.
I will continue butting my head against this a while longer. Figuring this out is difficult and fun!
Most of the decisions on chunk depth likely came about for performance reasons. I'm not sure what your suggestion is really supposed to add here. You haven't actually described anything about what it actually does. Okay, now there's chunks above and chunks below and they're generated differently (they don't need to be, the same noise functions that are sampled from currently can be used), how does this solve the problems with lighting?
there is already a terminal velocity.
Yes, there is.
Rollback Post to RevisionRollBack
Never attribute to malice what can adequately be explained by incompetence.
It absolutely does not need to go much deeper than it already is. It's already easy enough to become hopelessly lost. We just need some sort of magma sea/bedrock at the bottom so we don't just fall through. As for height, I would like to see a system implemented that allows for varied chunk heights, but I don't forsee that becoming a priority in the near future.
are there any plans to make the map have a higher ceiling. raise the clouds as well obv
don't know how hard it would be
it sucks when mountains get cut off
idk I just always wanna build stuff higher
-edit- stupid spelling error
That was the last I've heard about it as well
I can't wait to go minecraft skydiving ^.^
Build up really high and launch with a minecart.
That was an idea I spoke with Notch about in the IRC some many weeks ago and the problem he saw with it (and I agreed) was that it might be weird to be building something tall and run into an invisible barrier.
The idea I had basically went like this:
Each chunk in game (currently 16x16x128, I think) has associated with it an "offset" altitude. So each chunk would only ever be 128 blocks in height, but these chunks could be shifted up and down with respect to one another allowing terrain features (but not player constructions) of practically arbitrary height. What I thought was appealing about this suggestion is that it got around some of the technical issues with having infinite height (which is something to do with the lighting and the other reason being that players were able to fall faster than the level could load/generate). I'm fine with having 128 blocks in the vertical direction to work with, it's plenty deep. I'd just like to have actual life size mountains (well, maybe not that big).
Right now we can have hills that rise some 64 m above sea level. While they do look impressive up close, consider that most real world mountains are thousands of meters in height.
There would have to be a new chunk superclass for the creation of two new chunk types (air and ground).
[*:30alwbf5]Air - generates just air and/or floating islands. Eventually could dissipate atmosphere and move into space
Implementing larger mountains is simply a matter of pushing the CHUNKS through a terrain generator in addition to creating terrain within the chunks.[*:30alwbf5]Earth - generates purely underground chunks, caves, etc..
[*:30alwbf5]Crust (original type) - Normally generated 16x16x128 chunks
The CHUNK TERRAIN GENERATOR would contain a condition where
[*:30alwbf5]CRUST tiles must be interconnected
This would create an air region, an earth region, and a crust region in the middle (That's where we play!) and also allow for the high-level control of terrain (large/small mountains)[*:30alwbf5]AIR tiles and EARTH crust may NOT be touching each other
Of course creating the chunk terrain generator and modifying CRUST code to match is no trivial solution.
* Falling would not affect generating chunks
* Falling would affect loading chunks (could easily be rectified by a maximum fall speed to compensate, though this is ultimately a design decision that would affect gameplay so notch would have to deliberate)
Also, it would be interesting to allow the CRUST chunks to be created in a bubble-shape within deep sectors of EARTH chunks.
Hollow Earth baby, anyone with me?
I don't understand, you haven't actually explained anything. Yes, you could stack chunks in the vertical direction, it's presumed that that was what Notch originally tried and dumped because, for whatever reason, it just didn't work. Quoth his February 26 blog post:
Most of the decisions on chunk depth likely came about for performance reasons. I'm not sure what your suggestion is really supposed to add here. You haven't actually described anything about what it actually does. Okay, now there's chunks above and chunks below and they're generated differently (they don't need to be, the same noise functions that are sampled from currently can be used), how does this solve the problems with lighting?
Yes, there is.
oh noes...