The Earth is 24,901.55 miles long. If Notch is telling the truth, that means that any one world in Minecraft is 199,212.4 miles long. That leaves the age old question: Is the World of Minecraft a sphere or is it flat? If I travel 200,000 miles, will I end up where I started, will I reach some sort of un-coded wasteland, will I fall off the edge? Is this already a well known fact and I'm just a moron for not looking it up? These are things that the Minecraft community must know; or if they do know, what I must know.
Therefore, I challenge someone to travel the distance. Get in a boat and keep going. Contact us in 2-3 years when your done and report what you find. Or, tell me the answer. :smile.gif:
I'm not sure if Notch ever specifically stated the size Minecraft could technically reach. The truth is, the world is flat. Minecraft randomly generates the world as you explore it, infinitely. Due to some kind of limitations either in the code or hardware (I'm not sure) the limit is approximately 8 times the size of the Earth. Fantastic.
The size of variables used in the game support a map of 8x the surface area of the Earth. Operational constraints limit a *practical* map to about 1.8x the size of the Earth. Both of these figures depend on you having sufficient hard drive space.
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If at first you don't succeed, repair the creeper damage and try again.
My friend told me that the game constantly generated terrain as far as you went. I'm pretty sure that there IS an end to it eventually, if it didn't, wouldn't the game memory get too large for the computer?
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Punch a tree. Punch another. Punch until my hand is broken, bloody, and infected.
My friend told me that the game constantly generated terrain as far as you went. I'm pretty sure that there IS an end to it eventually, if it didn't, wouldn't the game memory get too large for the computer?
My friend told me that the game constantly generated terrain as far as you went. I'm pretty sure that there IS an end to it eventually, if it didn't, wouldn't the game memory get too large for the computer?
Unrendered chunks my friend.
Great video, it explains a lot!
I'm not one great with computers, but wouldn't a shutdown/restart clear the memory, so more chunks could be loaded? Or is it more of a limitation with the code, and it not generating chunks?
I thought it was never ending, that's why I'm curious why it's not.
My friend told me that the game constantly generated terrain as far as you went. I'm pretty sure that there IS an end to it eventually, if it didn't, wouldn't the game memory get too large for the computer?
Unrendered chunks my friend.
Great video, it explains a lot!
I'm not one great with computers, but wouldn't a shutdown/restart clear the memory, so more chunks could be loaded? Or is it more of a limitation with the code, and it not generating chunks?
I thought it was never ending, that's why I'm curious why it's not.
When you walk far enough away, chunks are written to hard drive and unloaded from memory.
The limits are the size of variables that reference chunks (how many chunks can possibly exist on a map) and the size of your available hard drive space (the number of chunks in *your* map). Except for memory leaks (a specific type of code bug) the game in memory should remain fairly constant.
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If at first you don't succeed, repair the creeper damage and try again.
Minecraft is in no way round. If it was round you could start at one side of your base, then walk around the entire world and run into the opposite side of your base. Instead you run into some ****ed up area.
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I am a creator. This makes me infinitely greater and more useful than any war lover.
My guess would be that you are reaching a memory limit for whatever variable Notch is using for the terrain generation. I have never seen the source code but my guess would be something along those lines.
From what Notch said a while ago, he switched to using floating point variables to represent block positions. This allows for nearly infinite worlds in theory. However, the map generation and the game engine itself go crazy at very large adressess because of precision errors. The precision of any floating point representation will at some point fall below the level where each block can be adressed uniquely (i.e. the difference of two consecutive values will be greater than two).
This is why I can't understand why he chose to use floating point variables for blocks. Not only are floating points slower than integers, but you run into problems like these. If he used longs (64-bit), that means 2^64 blocks along any axis, which is still pretty damn big. That means that the total map area could be 3.4 x 10^32 square kilometers, which is absolutely insane.
Now I imagine he used floating point so that positions smaller than a block could be stored (such as player position, or whatnot). Even so, floating point is not necessary. Simply considering the last, say, 3 digits of the long to be sub-block position would suffice. The math would still be exact and he wouldn't be using slow floating point.
Anyone else have thoughts as to why he is using doubles?
The size of variables used in the game support a map of 8x the surface area of the Earth. Operational constraints limit a *practical* map to about 1.8x the size of the Earth. Both of these figures depend on you having sufficient hard drive space.
I've heard these statistics before, and they make sense.
Also, just like to note that any video purporting to show the 'end of a world' is almost certainly a video in which data associated with world generation is tweaked so that nearby chunks load under conditions that are similar to those found at the edge of the actual map (apparently, due to the way chunks are generated, maps become more chaotic the farther you move from the spawn, though the differences aren't extreme enough to notice unless you move an insanely significant difference-I wouldn't be terribly surprised if no map had legitimately reached such a distance).
Therefore, I challenge someone to travel the distance. Get in a boat and keep going. Contact us in 2-3 years when your done and report what you find. Or, tell me the answer. :smile.gif:
But on both earth and minecraft, traveling in whatever direction, it looks flat.
So there is no telling if minecraft is flat or a sphere.
NUFF SAID.
Unrendered chunks my friend.
Great video, it explains a lot!
I'm not one great with computers, but wouldn't a shutdown/restart clear the memory, so more chunks could be loaded? Or is it more of a limitation with the code, and it not generating chunks?
I thought it was never ending, that's why I'm curious why it's not.
Nick1021: "Jaguar a super computer"
Nether: 1 block there = 8 blocks in overworld
Therefore, Nether is 8 times smaller than the overworld, which is 8 times bigger than earth.
So Size of Nether = Size of Earth, and therfore....
Nether = Earth
oh god
lol I know you are joking. I don't know how to put on image here but really their is another one, not the game console.
When you walk far enough away, chunks are written to hard drive and unloaded from memory.
The limits are the size of variables that reference chunks (how many chunks can possibly exist on a map) and the size of your available hard drive space (the number of chunks in *your* map). Except for memory leaks (a specific type of code bug) the game in memory should remain fairly constant.
ha ha yea i know
This is why I can't understand why he chose to use floating point variables for blocks. Not only are floating points slower than integers, but you run into problems like these. If he used longs (64-bit), that means 2^64 blocks along any axis, which is still pretty damn big. That means that the total map area could be 3.4 x 10^32 square kilometers, which is absolutely insane.
Now I imagine he used floating point so that positions smaller than a block could be stored (such as player position, or whatnot). Even so, floating point is not necessary. Simply considering the last, say, 3 digits of the long to be sub-block position would suffice. The math would still be exact and he wouldn't be using slow floating point.
Anyone else have thoughts as to why he is using doubles?
I've heard these statistics before, and they make sense.
Also, just like to note that any video purporting to show the 'end of a world' is almost certainly a video in which data associated with world generation is tweaked so that nearby chunks load under conditions that are similar to those found at the edge of the actual map (apparently, due to the way chunks are generated, maps become more chaotic the farther you move from the spawn, though the differences aren't extreme enough to notice unless you move an insanely significant difference-I wouldn't be terribly surprised if no map had legitimately reached such a distance).
-mc3488.servercraft.co:1595-http://www.minecraftforum.net/topic/334608-theelementalminers247group-system/