Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
Poll: Which parts of this system do you like?
Ended May 15, 2014
Poll: Which parts of this system do you NOT like?
Ended May 15, 2014
Poll: Do you support this system's implementation overall? (If yes, if
Ended May 15, 2014
<insert explanation about how the Nether is a separate dimension from the Overworld and putting it at the bottom would break the 8:1 block distance system thingymajiggy>
also you should check out Link Removed
It is done by basicly adding a 2 dimensional array that works same way as chunks except it only stores the heights of highest non-transparent blocks that were ever loaded at all xz coordinates by storing their z value at their position in array. When sunlight is calculated it checks whether there is any z value in sunlight array at position of block that light is being calculated for, if there isnt it adds that block's z value to array at its position if its a non-transparent block. If there is z value in grid at that block's position then it simply doesnt add any sunlight to light level of that block.
Here is a picture to show how it works:
And that's the problem. With an infinite world height, there is no top block. If we set it to look to the highest block of all existing chunks on that Y axis, then, if we go higher and there's suddenly land again, then, suddenly, you're under shade or not getting rained on.
Black holes and revelations,"
Starlight - Muse
I did. The main post does not mention either how the nether will be affected, or how coordinates will be affected. Maybe you're the one who should be reading it?
I was assuming that there would be a limit on generation height or maximum height.
The key phrase here being "By Default, nothing will change." Changing the how chunks are divided up, stored, and accesses doesn't necessarily change anything about how terrain will generate and appear. In other words natural landscape generated by Minecraft code remains unchanged. Mountains don't get any taller, oceans don't get any deeper etc.
Logically this would imply that the Nether would remain the same with bedrock above and below and the void below the lower bedrock. Likewise with coordinates, they'd remain the familiar Cartesian x, y, and z, values we're used to, ores generating at the same depths, sea level remaining at 62, etc.
It becomes possible to move some of these things either through some minor configuration settings, mods, or updates from Mojang, heck it suddenly becomes possible for the Nether to have the same vertical distance compression as it does horizontal, allowing for ridiculous portal traps and portals generated really high in the air in the overworld, but by default this will not be the case.
So the Nether might become infinitely high but it might no, ok got it. Now on to coordinates, i guess i was thinking that y-0 would become sea level. Everything below sea level would be negative y and everything above sea level would be positive y. But what you said would probably be easier. And thanks for actually answering my question unlike the other guy.
When the world generates, generates the world to the HIGHEST chunk possible in the generator (World generator don't need to generate the infinite deep stone layer) and record the height of max block. When you build beyong the height, it changes and updates from the server to all the clients in that region. Under that height, no sunlight. Beyond that height, has sunlight.
And, lol, can you make the mod compatible with Tinkers' Construct LOLOLOLOL eg. add a mantal layer under stone layer and use lavva and melted metal in that layer LOL
That will be SOOOOOOO fun, plus the reality world generator in Better World Generation mod!
And yes, I am still the Master of Disaster.
Cuchaz, the developer of the Tall Worlds mod, has found a solution to the lighting problem. I'm not sure if he gave any specifics as to what the solution is, but he's apparently found one.
also you should check out Link Removed
I'll post the link again if anyone's curious about my solution.
http://www.reddit.com/r/Minecraft/comments/27ibll/mogminer_infinity_years_until_cubic_chunks/ci5dqos
- More exploration
- Larger structures
Support until the end!
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Sounds like the guys at Mojang didn't think things through the first time 'round.
EDIT: Why not, for sunlight/rain, emulate it as if it was coming from the top of the chunk you're in? (If that made sense.)
'Cause they fixed the light issue!
Please read THIS before making a suggestion
And support the ability to add paintings and records!
Yes of course, there's definitely sunlight and rain deep underground in massive cave systems.
Mojang already knows about this idea, and it would have been there in 1.2, if not from the beginning, if there was a clear solution to the sunlight problem (which has since been solved)
also you should check out Link Removed
If it's been solved, then
why
don't
they
make
it
vanilla?
:c
I want this but I'm OCD and don't like worldgen mods so yeh.