Quote fromHow come the fog has to be closer? Is it so you can't see into an unrendered area?
Id say so. I mean, it wouldn't do to see all nonillion squares at once
Quote from TheWeasel »This settles it. Notch is really some kind of giant AI cyber brain. An estimated two months like what, three days ago and he's got it almost completely working.
Quote from Colain »There are no negative blocks on a set map, but if you have a graph, it's the point back-wards or below x or y way. Say, Z is up or down, up would be +, but if you go down, it's -.
So, if you go the other way, it won't generate, so go forwards to to the right, and it should generate, because you should start at 0.
Edit: If not starting at zero, like current indev, you can go to a certain point, and then it won't generate any further. WoM client can show you the x, y and z axis's in singleplayer and multi-player.
lol, a bit
here's what I got out of it (i'm probably partialy wrong...):
1.) If you walk for 100,000 blocks (1 block = 1 meter), the terrain becomes spuratic. Then something about floating point numbers as a reason. Then he needs to make it so each chunk (i think a chunk is a "cube space") has its own coordinate system.
2.) Some fighting over the z-coordinate?
3.) Chunks (again, i'm assuming its a "cube space") anywere in a negative area of the coordinate system aren't updating (aka, they aren't changing).
How bad was I? :tongue.gif:
It sounds like the floating point numbers in opengl aren't very precise, so when you get far enough away, then the game has trouble telling the position of the ground, so it starts jumping around. I think the z fighting and the "chunks in negative locations" were referring to trouble coordinating objects along the z axis.
* If you walk far away from the origin (100 kilometers or so), the ground stats jumping around randomly. This is because the precision on the floating point numbers in opengl isn’t exactly great, and it’s expected. I need to make coordinate system local within each chunk.
* There’s some z fighting for similar reasons
* Chunks in negative locations don’t get updated at all.