- CoderTheTyler
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Member for 11 years, 9 months, and 27 days
Last active Wed, Aug, 10 2016 11:18:23
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- 598 Total Posts
- 61 Thanks
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Aug 31, 2013CoderTheTyler posted a message on Community Creations - Night Rail Before Christmas (Roller Coaster)Such skill.Posted in: News
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Aug 26, 2013CoderTheTyler posted a message on Community Creations - "Indev 1" ChallengeI thought it was going to be people building roller coasters in Indev... like, you know, with the new launcher feature that allows you to choose your minecraft version? No? Darn.Posted in: News
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Aug 16, 2013CoderTheTyler posted a message on 1.7 Sneak Peek: Sunflowers, Falling ParticlesSunflowers. I mean, without sunflowers, Minecraft just couldn't be considered a game. Finally! We have the mighty sunflower! This game changing mechanic will make my life so much easier! Think of all the possibilities!.... yup.Posted in: News
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Jul 16, 2013CoderTheTyler posted a message on Community Creations - Enchanting Plus!"new and innovative ways to make the experience better"Posted in: News
He he he. I see what you did there. -
May 7, 2013CoderTheTyler posted a message on Minecraft on the Oculus RiftPosted in: NewsQuote from Brinith
The dev version i think is $275. correct me if im wrong though. The consumer version is expected to be out in like 2014.
The dev version is actually $300, but yea, the consumer version will be out some time late this year or enext year. -
Feb 26, 2013CoderTheTyler posted a message on Snapshot 13w09a Ready for Testing!I question the practical application of a skeleton riding a pig riding a spider..Posted in: News
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Jun 29, 2012CoderTheTyler posted a message on Forum Upgrades Go Live TodayPosted in: News
Minecraft Forum updates have absolutely nothing to do with Minecraft updates. -
Jun 29, 2012CoderTheTyler posted a message on Forum Upgrades Go Live TodayGive them a break guys. Just give it some time and everything will be functioning properly.Posted in: News
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Jun 29, 2012CoderTheTyler posted a message on Forum Upgrades Go Live TodayIs it just me or do all the quotes/images not work anymore on the forums?Posted in: News
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Jun 29, 2012CoderTheTyler posted a message on Forum Upgrades Go Live TodayPosted in: NewsQuote from mxmmicro
Dang no forums..... oh well ima play Minecraft SP and have fun with TNT and redstone. =
That sounds like the best day ever -
Jun 29, 2012CoderTheTyler posted a message on Forum Upgrades Go Live TodayPosted in: News
It might take a few minutes to kick in -
Jun 29, 2012CoderTheTyler posted a message on Forum Upgrades Go Live TodayNO D: Oh well time to codePosted in: News
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Jun 27, 2012CoderTheTyler posted a message on Change Your Minecraft Name? Possibly In The FutureI want to change my IGN because I got my account from my brother and it is a bit strange... Xerxesforver? ugh He even misspelled "forever"Posted in: News
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Jun 25, 2012CoderTheTyler posted a message on Digital Diamond - Minecraft Tetris; Into the Rabbit's Hold Ep. 3Posted in: NewsQuote from thekeffster
LOL. It took me a few seconds to see it. Someone has a sense of humour at Curse.
Hint: Look at the hands LOL.
HAHAHAHA not to be a **** but I was about to say that - To post a comment, please login.
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Hello God_Kra!
If you're still looking, I have just started a new series dedicated to teaching programming using Java in a slightly different way than most do! If you have any questions, throw a comment in one of the videos (I don't check my messages on here too too often).
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Thank you! And sounds great to me!
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In Game Name? CoderTheTyler[/i]
Age? Older than 18[/i]
Country? USA[/i]
Favorite Aspect of Online Play? Sharing interesting and amazing creations with others[/i]
Lease Favorite Aspect of Online Play? Griefing, stealing, and people who can't help but spam the chat bar[/i]
Were You Referred By An Existing Apollo Player? No, just happened across the thread in search of a relaxed, mature server[/i]
I also dislike servers that will ban indiscriminately and without sufficient reason. I have been on more than enough servers where I have been perma-banned simply for accidentally breaking a block then trying to fix it. It becomes absolutely ridiculous after awhile. If that doesn't happen here, I would be honored to be able to join the community for some good fun.
Thanks!
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He isn't complaining about it. He is curious to know why is it that way. Read the initial post before commenting.
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You make a good point, but he also wants to know the technical side of things. And I quote:
So let the complicated technical side of things floweth forth!
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Sorry, I didn't mean to throw it on Java. My point was that OpenGL is strictly a rendering API. As a consequence, the only things affected by this would be rendering. Minecraft uses Java primitive types to do all of its calculations, and OpenGL, as far as I know, is simply the means by which all of those coordinates are translated into what we see on screen. Problems like the world not moving due to loss of precision (which I've come across in my own games) are a direct consequence of the game engine itself and not the rendering API. Of course, there are problems which could be encountered using OpenGL with floating point precision which I've also run into in my ventures. These are mainly solved by simply avoiding sending large numbers to the GPU by rendering all aspects of the game world relative to the player (like in my Kerbal Space Program example). Using this may still lead to rendering issues, but they are again restricted to the floating point precision of the game engine itself and not the rendering API. I hope I understood you correctly... :D. And yes, these problems occur across all programming languages. This is what I meant, but I failed to communicate that clearly when I went on to talk about how it could be traced deeper to the JVM and beyond. My bad.
While it would be interesting to see an engine using BigDecimal, it would also be terrifying as all *expletive kinda*. Imagine all of those Strings... so immutable, so cold...
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You are right about having some performance implications. This has a few fixes. The first would be to change the terrain generation algorithms they're using. At the moment, they are using an incredible amount of overhead simply trying to make the terrain *be* more realistic. They have oceans which span for kilometers on end, beautiful transitions between biomes (for the most part these days), and complex cave systems running throughout the map. This is my first piece of advice: simplify the terrain generation algorithm. I know of plenty of Minecraft clones which have all but perfected terrain generation and made it faster. This really isn't an issue, but we don't seem to have anyone who has actually studied procedural generation to every end. If there is one of those on the Mojang team, I would be a bit disappointed with the job they've done. That's not to say I don't feel they have built a terrain generation algorithm worthy of praise (because they have), but it isn't professionally optimized. That needs to happen (and they've done quite a bit of it lately from what I've read/heard).
My second beef with their terrain system is their choice of chunk formatting. They use 16x16x256 chunks. Why. They take long enough already to load, so why did we double their height and not simply double the number of chunks? Seriously, cut the chunks vertically as well as horizontally. I believe there was a mod which did this (very, very inefficiently might I add) which allowed infinite world height (or at least a few kilometers). That is the idea behind what I want. Split the chunks vertically so we don't have to load every single cave, monster, etc when we have no intention of even visiting them! From experience, I can say that terrain generation is by no means more complicated if more subdivisions of the terrain are done. Granted, it would take some finagling to change the game so it actually used this sort of system. But I digress.
I can't remember what my third point about terrain generation was, but when I remember it, I'll use it to bolster this wall of text further :D.
I don't understand what the problem is here. This is already done by Minecraft anyway. I can see where you're coming from though. It would take a lot of memory to store all of those passive mobs while moving half the speed of light across the terrain. You'd be correct again in saying that. If that is what you mean, then I can say this also isn't an issue. We again need to rehash how we are thinking about this whole ordeal. I'll revisit the idea of how the player perceives the game world over the nitty-gritty mechanics of it. Because no one cares *how* it works, just that it works. The simplest solution, albeit a bit asinine in itself, would be to simply wait a few seconds until terrain generation is completed to spawn in the mobs. I believe this is how this works anyhow. That solves the problem of people moving extremely quickly across large parts of the terrain. The next, more pertinent problem is how we deal with someone casually strolling across terrain for days on end. My question would then be, have you ever simply walked in one direction without end to go on a simple adventure? I've encountered hundreds of passive mobs on my way which were no doubt saved, but I will most definitely, without a doubt never see them again. Or I'll at least never remember them when I happen across that area again. Therefore, I would propose an algorithm which stored passive mobs but removed them after a given period of time. This would then lead to the argument of "I left my base for a month now they are all gone!". I'll concede that then. A better solution (if you don't like that one) would be to simply change the way passive mobs are dealt with. Don't have them persist. Instead, get rid of them and only save them once the player has interacted with them. This interaction could be anything from having them follow the player once they whip out some wheat, meat, etc or to attacking them. This would reduce hard drive space greatly and would create only minimal noticeable abnormalities in the world behavior.
So those are my propositions. I've only implemented a few in practice, so feel free to bash me and/or disagree with my points.
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While it is true the world cannot be infinite, it can be psuedo-infinite. As a game designer, all you care about is the gameplay and how the player will perceive the world. All we need to do is throw a few clever tricks in the pipeline to make everything work, and no one (the player) will never notice the difference. In this case, the mere ability to travel in one (or all) direction(s) as long as you want at whatever speed is the goal. That is not impossible to achieve. While it is true that even if you removed the barriers of the precision of number (which I detailed in my response above), the only real issue would be storing the world data on the hard drive. This isn't even difficult when you think about it. The way Minecraft stores data is terribly inefficient as it is. Why not store all the *changes* made to the world in file instead of storing every single block ever loaded? It is asinine to try and save every single block. That is part of the reason many people complain about how Minecraft is programmed. Not much thought was put into the way the world is set up to maximize performance, overhead, and memory usage. If we were to remove this roadblock of hard drive memory then, the world IS infinite. We can now travel in one (or all) direction(s) *literally* forever. This sort of thing would be a bit of a pain to implement now that Minecraft is so far along, but it is by no means impossible.
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EDIT:
And yes, it would be an extraordinary pain in the Minecraft donkey to get around this inherent limitation of data types. It may not be as hard as initially thought, though. The simplest way it could be done is the same way Kerbal Space Program does it (or used to do it, I don't know if they changed it). When you move sufficiently far from the origin of the map, the entire world shifts so that your new position is the new "origin" of the map at (0, 0) or however it is defined in your game. All that needs to be stored is how many times this frameshift of sorts has been carried out and in what direction and everything else follows suit. OpenGL rendering issues are the first things solved with this system. Everything is simply rendered in relation to either the new origin or the player (whichever is preferred). Terrain generation is a bit more tricky with any sort of fix like this. No matter how it is done, large numbers still need to come into play if terrain generation is to be kept smooth and continuous, especially with generation algorithms such as Perlin Noise. In any case, it would be an interesting theoretical data structure which might have some perks and some drawback but would most definitely be intellectually challenging to pursue (for some, anyway).
And that is my rant for the day.
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Yeah, when you guy that fast you start to catch up with the chunk loading. You won't be going anyone near that speed in any game built off this engine though lol. And I could make it Java 6 compatible. I would just have to rebuild the project using the Java 6 JDK. Let me try that... Thanks for all the info though and the correction of the data, it helps quite a lot.
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Sweet! Thank you for that last bit
The RAM stayed at 67% usage? Oh my... and 28% CPU? What kind of PC is it? And yeah, Java 6 will do that.
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Thank you sir! Mind doing some stress testing?
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