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
Barteks2x, the current developer of the fork of TWM has already solved this issue. You can check out his progress on the latest pages of http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1446302-tall-worlds-mod-raising-the-world-height-cap After creating a dev environment for the mod, and flying around a bit, I noticed that everything was working fine. Ores were spawning fine, mobs were spawning fine, even the natural shrubbery and everything was being generated. He even solved the problem of being unable to swim in water at y<0.
Personally, I think he's done a great job, and the amount of progress he's made in such a short time frame is spectacular. He's just updated-ish to Forge 1.10 and I have yet to test the latest version for bugs, as my GPU's fans died recently, and I'm getting them fixed this afternoon
Is this project still going, I'd love to see it come to fruition
Whatever you mean by "fruition", if you look in the post directly before yours, you see a mod for 1.10 that does this. And yes, this is active, there were multiple posts today.
Could someone explain in layman's terms what the issue is with the rain/sunlight? Does the issue constitute where they will come from? Full support, by the way.
In reality there can actually be something like weather in really big buildings.
Because the clouds would seem ridiculously low compared to an infinite height. Remember, they stay at Y:127 no matter what, even if the terrain is hundreds of thousands of blocks above it. However, this could be solved by letting clouds spawn at random heights above Y:127, but this would simply be aesthetic. Thanks for the explanation.
Just throwing in some common cloud heights IRL:
Source: upload.wikimedia.org/wikipedia/commons/b/bf/Clouds_Atlas2.png
I said "some" and according to the article fog doesn't count as clouds, because it touches the ground. You can take the heights from my source.
I would really like to see realistic clouds in Minecraft, maybe they disappear if they are in 5 meter distance to a block, so that building in clouds isn't so annoying and again, more realism. And the fog that's already in the game could get less when going up. But I think those factors aren't that important as long as the technical difficulties (lighting, etc.) aren't solved.
I'm not sure if I posted in here or not, but I'm just going to say: less lag, more land. I see no downside, besides maybe tweaking ore spawning. Support.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
i have an idea on how to implement light and rain.
in each chunk, in addition to the other things already stored, store 2 16x16 arrays.
one of these arrays is for "sun in", the other is for "open":
respectively these indicate whether or not sunlight enters the chunk from above at that x,z coordinate and whether or not sunlight can pass through there.
whenever a block is placed or removed, the chunk checks if that changes the openness of that column.
if it does not the process stops. if it does, it checks if there is sunlight entering in that column.
if there is not, the process stops. if there is, it informs the chunk beneath it.
the obvious problem with this is that, if you need place or remove a block at a VERY high altitude, you will need to update a very large number of chunks. to avoid this, simply allow the sunlight to spread slightly. instead of having "sun in" be true only if "sun in" and "open" are both true in the same column in the chunk above, let it also be true if that is the case in any adjacent column. this will result in shadows that narrow as they get further away. the point is that the cascade of lighting updates WILL stop eventually.
the only case where there would be a problem is when someone puts a hole in a RIDICULOUSLY wide roof. (eg. putting a hole in the bedrock and letting sunlight into the void) to mitigate this problem, simply let the process stop if it encounters an ungenerated chunk.
1. There is already mostly working solution
2. I've already replied to several ideas, a lot of them being the same thing phrased differently. Your idea is basically a variation on "to get valye at Y, first get valye at Y+1". And this idea won't really work because it assumes that the part of terrain is generated is continous on Y axis (as you go up/down there are no ungenerated parts between generated parts).
Other than that - it has a chance to work, but I'm not going to implement anything else in my mod unless what I have currently fails and can't be fixed (simply because it's a lot of work to rerite lighting code again and without guarantee that it will be any better)
Cubic chunks discord server
regarding the first point:
the OP says that Jeb deemed the current solution not to be good enough. if that is out of date, i apologize.
regarding the second point:
to work around this, simply default any chunk with an ungenerated chunk above it to full sunlight or no sunlight depending on the biome of the chunk.
the only case where this would cause an error with the normal world generation would be if a player with render distance 2 entered a particularly deep ravine that was open to the surface from the bottom without having ever been above their current chunk while within 2 chunks of the ravine. this would result in darkness within the ravine when there should not be. i do not think this is a significant issue because i frequently see lighting glitches under the current system wherein cliff sides with minimal overhangs are in complete darkness that does not dissipate until blocks are placed on it's edge.
to cause an error with a built structure, the minimum a person wound need to do would be: pillar directly up by (render distance*2 + 1) chunks, build across for (render distance + 1) chunks, build a platform that is (render distance*2 + 1), returning to ground level by the same path you used to come up, and walking to the position beneath where the platform was built. this ridiculously complicated process would result in a single block having sunlight on it when it should only have sunlight adjacent to it. i do not see this as a significant problem.
the main advantages of the system i described are as follows:
1) you do not need for a chunk to be fully loaded to propagate lighting changes into and through it correctly.
2) no infinite cascades.
3) i think it requires a very low increase in memory requirements. (not being a programmer myself i cant be sure, but i strongly suspect that 2 16x16 matrices of binary values is not significant compared to the rest of the data in a chunk)
4) with the minimal modification it could be used to support light and weather from ANY direction. (useful for mods and sky blocks)
5) shadows would narrow with distance. i call this an advantage because it happens that way in real life. whether this is a + or a - is up to opinion.
elaboration on point 4:
to allow under lighting you would simply need another matrix of 256 binary values to indicate whether or not that chunk is exposed to light from beneath. the exact same procedures could be used for calculating how it propagates. this would enable sky-lands to be lit from beneath when the sun goes beneath the horizon. i did not include this in my first post because it is not really necessary even though it would be really cool and allow all sorts of new options for moders.
light and weather going north, south, east, or west would be less useful and would require an additional 6 such matrices per chunk (N in, S in, NS open, E in, W in, EW open). i suspect this is probably not worth it but, not being a programmer myself, i cant really tell. also, it could result in lag if someone built a huge wall and then started opening and closing a hole in it. this would happen because, unlike vertically, there might exist a VERY large number of generated chunks horizontally. nonetheless, it would be cool to have sunsets playing across the treetops and shining on hillsides.
100000000 % SUPPORT
I think this will be somethng like minecraft 2.0. For who want to play regular world, current ne, i think there would be an option called old world. (30M x 30M x 256) This would be new world, or ( 30M X 30M X 30M), and to convert, the bottom bedrock is removed. An idea is, there woyulld be infinite stone and ores underground. If you go deeper, the ores would be more common and lava too. The lava will increases till, the cooridnates are, -100,000, where everything is lava. After y= -100000, there is a chance below the topmost grass layer, like diamonds spawn 64 or more blocks below. As of going underground, if you go more than -500 without armor, its considered being hot, and you takes damage. If you go more than -1,250 without armor or only leather armor, you take damage. More than -2000, you can go only with full gold, chain, iron and diamond armor. More than -3000, only with chain, diamond or gold armor. More than -5000, only with gold or diamond. More than -10,000 only with gold.
As of going above the sea level,the mountains biome can spawn as rare as Desert. They have peaks reaching y= 500 or even 1000. There is a rarer varient called Mountains M, peaks reach y 2500. Extremely rare varient, called Extreme Mountains, as rare as once in 1,000,000 x 1,000,000 blocks can spawn with height of upto 10,000 blocks. If you go above 100,000, it is considered to be space, where you can go with either iron or diamond armor. In space, there is a small chance of asteriods to spawn, which are made of stone and rare materials like diamonds and emeralds. You can make rocket to go to space too. There is moon at Y= 300,000,000, where there is own boss and structures as well as mobs. It is considered an seperate dimension. It has own ores.
Check out my suggestions!
Improved mine carts speed: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2847927-improvement-in-minecart-speed
The thing is that in my mod(for of Cuchaz's TWM) there is already mostly working lighting system. What minecraft uses normally is not good enough.
It uses a kind of heightmap, except that instead of storing just a heightmap is has information like this:
Y of the top block + how deep it goes | Y of the next top block of the whole section is removed + how deep it hoes | and so on
This allows to get heightmap based on currently generated terrain, even if needed parts are not loaded. Currently it's not done, but most of the heightmap can be stored on disk and only the top entry would need to be loaded in memory.
Currently in the mod lighting works fine on server, but it doesn't send some lighting updates to client.
And this system technically also can support light going in any direction. It's just not really worth it because updating light in so many places at once would cause too much lag (anyone remembers sunset/sunrise lag bfore beta 1.8? this is what it would be, just worse)
Cubic chunks discord server
It's really unfortunate that Mojang hasn't implemented the concept yet, or if they ever will. I could seriously use it in my world, as well as for mapmaking.
I love this suggestion. It was such an interesting concept to throw out into the forums, that it's still considered the best one of all times, despite the new possibilities opened up by countless new updates over the years. It's even gotten a response from mojang, something no other post on these forums has ever achieved (to my knowledge). And even now, years later, this is still an active thread. With people discussing and experimenting with new ways of possibly implementing it. Makes me remember how much I love the Internet, and these forums
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
I'm not sure exactly. It might have actually been in the form of a tweet. I just remember being shown the screenshot a few years ago. It was a dev and he explained briefly that there would be some slight problem with generation or lighting or something. I'm sure the link or response is somewhere on this thread, but you'd be hard pressed to actually find it
Even though my Join date is in 2014, I tried the demo on 8/30/2012, and bought the game two days later on 9/1/2012. So hipster
Stuff I support:
Click here to get Rick-Rolled. No seriously
This thread appears to have partly turned into a mod discussion thread. Just to be clear: this is a suggestion thread, and mod discussions are not going to be considered on-topic in this thread. If someone is developing a mod, they should move that discussion to a thread in the Mapping and Modding forum section. If the OP is considering this largely a mod thread instead of a vanilla Minecraft suggestion, then the OP can request this thread be moved to the Mods forum section.
- sunperp
This is the CubicChunks Github link in case anyone needs it.
https://github.com/Barteks2x/CubicChunks
-Note to Moderators
I'm sure someone will move this thread or make a new one, but in the meantime, it would be appreciated if you left this link for now for those who need it.
This is a suggestion forum, I don't think that anybody has ever thought about compatibility to mods that re-introduce bugs. I would speculate that there are three major possibilities:
- not compatible
- farlands on big positive and negative x, y and z coordinates
- empty at high y and something unspectacular at low y
But that's all just speculation, when this really gets reality some day it might well be that nobody is interested in farlands anymore.