• 0

posted a message on Making the distribution of biomes more realistic
It appears to me that biomes are currently just randomly distributed, or something close. I don't see any realistic pattern to them like there is in the real world. Doing such a thing wouldn't be that difficult. I've actually been working on a world generator for a little while, and by now the results look really convincing. You can see here for details: http://code.google.com/p/worldgen/

Specifically, this is how some of the techniques I've learned could be implemented in Minecraft, as well as some flaws in adaptation.
-Temperature: My algorithm has two parts as of now: an ambient temperature and an altitude-based temperature. The altitude-based temperature would be easy to implement, just make temperature subtract a value that is a function of height. The ambient temperature is a little harder, as my original model is made for a spherical planet, not an infinite plane. What I think would work, though, is similar. Randomly distributed throughout the map are "poles" that would function similarly to the north and south poles in real life: they are generally the coldest locations, and temperature increases as you move away from them. What would work for Minecraft is setting ambient temperature to a function of the distance from the nearest pole. That way, you have arctic regions, temperate regions, and equatorial regions, all evenly distributed.

-Rainfall: Rainfall has two parts: a latitude modifier and a rain shadow modifier. On Earth, rainfall is largely dependent on latitude. Rainfall is highest closest to the equator and sixty degrees north and south of it. It is the lowest at the poles and thirty degrees away from the equator. Using the same poles from the temperature, an ambient rainfall could just as easily be established. The other half is rain shadow: for this I have a novel algorithm: take any point. Then, project two lines outward from that point one towards and one against the wind, extending upward with a slope inversely proportional to wind speed. If at any point a line passes underground, it gets a value based on the maximum difference between the line's position and the surface. Then, you subtract the line against the wind's value from the line with the wind's, and add the result to rainfall.

-Biomes: For my program, I needed a very algorithmic way to determine biomes. I found the Holdridge Classification Scheme (http://en.wikipedia.org/wiki/Holdridge_life_zones), which does just that. With rainfall and temperature, biome is determined. This is rather straightforward, and for simplicity, several biomes could be mapped to one set of generation parameters.

Unfortunately, there are a few obstacles in implementing this system in Minecraft. Three, to be precise. They are as follows:
-Height: One problem in Minecraft is that the maximum height of a mountain is little more than a hundred meters, and the average is much less. In reality, there are hills bigger than that, and mountains can reach several kilometers. This difference would severely detriment the effectiveness of altitude-based temperature and rain shadow, seeing as hills aren't too high up and don't divert rainfall. Increasing this, though, would likely be bad on the filesize, as chunks would become implausibly high. Also, players would easily become overwhelmed by the scale, barely being able to get anywhere easily, and having buildings seem much less impressive.

-Generation: Another problem with my algorithms is that they take a long time to calculate out. In a realtime generation scenario, this could be too slow. Maybe if the calculations were performed at a lower resolution it would go faster. Additionally, these algorithms usually expect the whole world to be generated at once, but this could be worked around.

-Incompleteness: This one is the easiest problem to fix, and it is that my algorithms aren't complete, so they currently are inaccurate, leaving out a lot of effectors. This may not be a problem in a fantasy game, but it bugs me. They could, though, be modified to correct this in time.

That's my input on this biome situation, from my couple years' experience doing a similar project. I hope not everybody responds to it with TL;DR. VDOgamez out.
Posted in: Alpha - Minecraft Halloween Update
• 0

posted a message on I found a body in the ocean...
I think this has something to do with the previously posted glitch here: http://www.minecraftforum.net/viewtopic.php?f=35&t=15910 in which somebody dynamited the spawner.
Posted in: Alpha - Survival Single Player
• 0

posted a message on Is making the ramps for minecarts patched?
Does this still work in the infdev applet?
Posted in: Alpha - Survival Single Player
• 0

posted a message on Infdev multiplayer release date
It wouldn't be so bad if Notch keeps releasing the indev bits.
Posted in: Alpha - Survival Single Player
• 0

posted a message on Infinitely looping cart track
That sounds really cool. Imagine when we have multiplayer with this! You're building your transcontinental railroad, when suddenly, you run out of iron for your tracks. You call your friend, who's making his trade as a miner, who sends the cart full of iron across the map to you. Train heists notwithstanding.
Posted in: Alpha - Survival Single Player
• 0

posted a message on Coolest minecart tracks
Impressive, but it's a little... uniform?
Posted in: Alpha - Survival Single Player
• 0

posted a message on Pig races!
Pig jousting?
Posted in: Alpha - Survival Single Player
• 0

posted a message on Creepers: what are they?
Lol. It's pretty crispy, I'd guess.
Posted in: Alpha - Survival Single Player
• 0

posted a message on Creepers: what are they?
I like the idea about the genetically modified pigs. "They cook and serve themselves! We'll be rich!" :geek: But sadly, something went terribly, terribly wrong. They cooked too fast, and were too eager to serve. The fast-reproduction genes from mushrooms didn't help much... Once they escaped, well, you all know the rest.
Posted in: Alpha - Survival Single Player
• 0

posted a message on Coolest minecart tracks
Mine just about does that. The bottom of the map is under the lava.
Posted in: Alpha - Survival Single Player
• 0

posted a message on NotchLand: Amusement Park Engineers
Piggy rodeo! :biggrin.gif:
Posted in: Clans
• 0

posted a message on Coolest minecart tracks
I took a video of mine as well.
Posted in: Alpha - Survival Single Player
• 0

posted a message on Coolest minecart tracks
I made a really monstrous track with the new minecart parts, and found that there was nowhere in the forums to post it. So this thread is for users to tell about their most awesome tracks.

My track is pretty much a roller coaster from the top of the tallest mountain to the deepest magma oceans down below. It starts up on a huge mountain, then goes downhill a bit. It then crosses a natural landbridge all the way to the peak of an adjacent mountain, traveling straight through the clouds. It continues to curve around straight down the mountainside, and careens through the valley for a long distance, powered by momentum. It then slows down by my outpost at the entrance to a large cave system. From there, it twists and turns through tunnels and between pillars in the cave systems, and comes to a stop on a strait in the magma sea at the bottom of the map. I'll post pictures soon.

Everybody else, show or tell of your cool minecart systems. :smile.gif:
Posted in: Alpha - Survival Single Player
• 0

posted a message on Cries in the Deep
I had been trapped in the caverns under the world for a long time. I didn't even remember entering, just walking, walking, forever walking. If I wanted to escape, I could have followed the torches, but my greed for the secrets in the depths took me further, too far, into the darkness. I had the supplies that I needed to stay for a long time, but soon my torches began to dim and my axes began to dull. My wood pile was slowly vanishing; when it was gone I could go no further. My picks couldn't be replenished any longer, and my torches would run out. I roamed the caves, searching for an exit, only to return to the same hubs each time I tried, no matter which way I went. The unholy labyrinth looped back in on itself to let none escape. As I wandered hopelessly, I would sometimes hear sounds in the pits. Sounds of people walking, falling, and dying slowly, dying as I soon would. Once or twice I thought I caught a glimpse of someone, but there was nothing there. I began to wonder how many others just like me the cavern had lured in with its promises of riches and secrets, only to let them disappear into the blackness forever. After an unknowable length of time -days, years, months, hours, I didn't know- I found a lone trail of lights, leading in a direction that I had missed before because of the sheer cliff face below it. Could it lead to the surface? Or was it just another false beacon of hope? As I climbed, I began to hear the sounds again: the footsteps, the voices, the cries for help. It was as if the ghosts of the fallen explorers were trying to prevent my escape. The caves were pulling me back in. Still, I persevered in defiance, until suddenly, both the noise and the trail of lights abruptly stopped. A dull glow bathed my field of view as I slowly looked up. There, in the center of the opening in the ceiling, shone the moon. The stars were glowing above my head. I climbed the last few steps, and dug into the wall to give myself a final foothold to carry myself up to freedom. But then, I heard the sound of shifting sands all around me. Everything closed in on me, as the world faded to darkness. The sand allowed me no breath, and I slowly stopped struggling. You can't stop the depths. You can only try to hold off their embrace.

Based on a true story. I find that Minecraft is a lot more fun sometimes when you play it in character.
Posted in: Alpha - Survival Single Player
• 0

posted a message on The City Of Notchgard
The gears, I think, are a proto-proto-prototype of the mechanism system that Notch is planning on.
Posted in: Alpha - Survival Single Player