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    posted a message on Cubic Chunks mod - (almost) infinite world height and depth (updated with CurseForge links)

    Awesome! I'm glad to see that someone is making progress on this. Cubic Chunks are awesome. Hopefully the makers of the other mods will be able to take compatibility with this mod into consideration, I'd love to see this appear in a future FTB modpack or something.

    Posted in: WIP Mods
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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 swaglord676»
    How long would it take to implement all of this into Minecraft?

    From what we've seen so far, a very long time. It doesn't help that we have only one sole modder making this with no help, when this is practically re-designing the entire chunk engine and a good portion of the lighting engine.

    I've wanted to learn programming so that I could make something like this, but I gave up and grew impatient since making anything more complicated than a text-based program is a nightmare.
    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]
    Quote from 4HeadTiger

    They have, I think... I remember some discussion about it a few months ago (maybe longer).

    The problem is complexity and computational cost - there just are not many ways to make it work nicely without absolutely destroying performance.
    I have an idea, we could calculate lighting based on blocks casting shadows that only affect sunlight. We'd define "shadows sources" which tell where the shadows starts. Every X blocks, an extra calculation is run that says "ok, do we have light sources on all four sides?" if yes, keep drawing shadow until another X blocks, and mark that block as a "child shadow source". If not, end the shadow there. If the shadow "decays" every 2 blocks, this would look like this:

    -BBBBB-
    -12321-
    -12321-
    --121--
    --121--
    ---1---
    ---1---


    Where B = Block, 1-3 = Shadow levels (not light levels), and - = nothing.

    Also, we could make a "shadow source info" table, which would tell how far up the child source of a shadow is, so we don't have to check all chunks upward until we find the source.
    Posted in: Suggestions
  • 8

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Quote from TNT123BOOM

    1...i get the link from google i dont always look at the place -.-
    2... i know but i thought that its have been released (my stupid friend trolled me :l (called Wan_man1 ( HE IS CRACKED BUT HE GOT SKIN FROM MCSKINSEARCH)so yeah )
    You expect the developers and modders to do all this work to make these things for you, yet you just let your friend pirate the game, and you don't even bother READING the page?
    You just expect things to be given to you.
    Go tell your friend to buy the game and learn some respect for people.
    Learn some Netiquette. This ­stuff would not fly in real life, and it doesn't online either.
    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]

    But about the ore.
    Currently more precious ore appear as you get cloeser to the bed rock, but if the underground is infinite how would it work?
    Diamonds are currently set to spawn at a certain layer and every layer below that, so there would still be diamonds at normal height and as you go down. You'd basically have an endless copy of layers 5-10 going down forever.
    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]
    Quote from Master_Hill_

    The reason that light updated can't be delayed until a later point is due to how Minecraft reads responses to its own mechanics.
    Implying you can't change that too. We're already changing the entire chunk system and the lighting system, changing how the rest of the game reacts to light is just a matter of finding the affected code.
    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]
    Quote from ivyn

    Does somebody have the old solution to the lighting issue and why it wasn't good enough? I'd like to take a look at it and see if there's a workaround.


    Quote from aaronfranke
    When you enter a new chunk-column, it would generate a chunk layer at y=128 and then generate downward until all sunlight columns have found an end at a block (the layer at which initial chunks are generated at can be changed by world generators that generate stuff higher up). The Y-value of each block-column is recorded in a "heightmap" stored per 3DRegion-column. Sunlight is then calculated normally with every block above this terrain level calculation as a full light source. When players break or place blocks exposed to the heightmap (like on the surface), the column's height value is moved and calculated up/down depending if a block is placed or broken, which does in-fact means light above initial chunk generation height is able to be calculated properly. This could lag for extreme heights, which is why a speed limit could be set for light calculation (10 chunks/tick max?).

    For your example, when you walk into that cave the chunks above you at the surface are generated. The game does the heightmap calculations and realizes you are below the surface "heightmap", therefore there cannot be any sunlight coming from above your loaded area in the cave, and local lights are the only light sources.


    This is our solution, it was frowned upon at the time because it didn't account for skyblock worlds, but we decided on a solution for that on the last page (sunlight wouldn't perpetrate past y=-1024 or a similar level).
    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]
    Ah, well, that's that I guess.

    In other news: Mojang is going to do an AMA for the PE devs, and I think this would be a good time to bring up Cubic Chunks and have tommo talk about it. Please help by upvoting my question: http://www.reddit.com/r/MCPE/comments/22lf0s/questions_for_dev_panel_on_monday_april_14/cgoo9ru . There are already 400 comments, so I doubt that my question will ever be seen unless you guys help out!
    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]
    Quote from 321patrick

    I really hope this comes out as a mod

    Quote from Cuchaz

    Who is developing the mod? I'm having a hard time getting in contact with any of the cubic chunk devs.

    EDIT: nm. Made contact.
    There's always Robinton's original mod.

    Quote from morhedrel

    it annoys me when people join and state ideas we've discussed to death or that are in the op as if they've had a great revelation
    Maybe Calacbolg should add a section about topics discussed to death. Otherwise, give them a break, they just got here and they hadn't a chance to read 212 pages of information.
    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]
    Quote from Lisa_Lily

    Lol... Trolling has everything to do with cubic chunks.
    I can just imagine Mojang right now, trolololo people aren't getting Cubic Chunks. It's like waiting for Half-Life 3.
    Posted in: Suggestions
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