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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from Chameleonred5

    It has nothing to do with the quantity of the problems. The linear system works acceptably and has a certain kind of realism. If the cubic system does not have the same kind of realism, I will not support it, even if my FPS increases 1000%.


    Because swimming up waterfalls is very realistic...
    Posted in: Suggestions
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Wow! I had the exact same idea!

    You can definitely count me as a supporter.
    Posted in: Suggestions
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    posted a message on Change Chunks to Where We can Build Infinitely High and Dig Infinitely Deep
    As of now, chunks in Minecraft are 16x256x16, which means that the world is generated in 16x16 intervals from bedrock to the sky limit. However, if we made it to where chunks were 16x16x16, and they not only generated beside each other, but on top and under each other, then we'll be able to build infinitely high and dig infinitely deep. The ability to do these two things is not possible with the current way chunks load because, without the sky limit and the void, chunks would be 16xinfinityx16, which would put a ridiculous amount of strain on the world generation.

    The only problem I see with this idea is digging a ten kilometer deep hole, dying, respawning on the surface, and jumping down the hole. This would force the 16x16x16 chunks to load increadibly fast, thus causing strain. One possible solution would be to lower the terminal velocity of falling, but you can only lower the velocity so much before it looks less like falling and more like floating downwards.

    Wouldn't it be cool to dig the deepest tunnel system on the server, or to build the tallest tower without reaching a limit that any moderately skilled player can reach? Let me know in your posts.
    Posted in: Suggestions
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