Earlier quoted context omitted.
maps only generate as far as players have seen. So an old world would have old features until you explore new areas. To expand: Any generated chunk is considered "user modified" and saved whole, since a player could put houses or change blocks there. New areas are generated by the algorithm once reached. This works for new versions of the game as well as mods that add/change biomes.
How do you deal with e.g. a chunk saved from the old generator with a low mountain transitioning into a chunk generated by the new generator with a huge mountain? It blends between them somehow so all the old chunks are surrounded by old/new blended chunks until all of those are surrounded by new chunks from then on?
One decade later, Minecraft world generation is interesting again
111–120 of 226 posts
Re: One decade later, Minecraft world generation is interesting again
#112They seem to go on forever.
Re: One decade later, Minecraft world generation is interesting again
#113Earlier quoted context omitted.
maps only generate as far as players have seen. So an old world would have old features until you explore new areas. To expand: Any generated chunk is considered "user modified" and saved whole, since a player could put houses or change blocks there. New areas are generated by the algorithm once reached. This works for new versions of the game as well as mods that add/change biomes.
How do you deal with e.g. a chunk saved from the old generator with a low mountain transitioning into a chunk generated by the new generator with a huge mountain? It blends between them somehow so all the old chunks are surrounded by old/new blended chunks until all of those are surrounded by new chunks from then on?
Re: One decade later, Minecraft world generation is interesting again
#114Earlier quoted context omitted.
Since you said “Microsoft improved the product” and this is a software product, I don’t see any other possibility than talking about writing better code.
A product is a whole lot more than code. Sounds like you've never shipped one. So back to the point: What did you think of the words that Markus said? Do you agree with Markus Persson that Zoe Quinn is a "cunt", and think that Markus was right to tell her so publicly and personally on Twitter? Do you think it's a good business decision for Microsoft to associate themselves with those words?
Re: One decade later, Minecraft world generation is interesting again
#115Earlier quoted context omitted.
> Both support PC but only Bedrock supports other plattforms. You mean Bedrock supports consoles. Java supports Mac and Linux, so it's also multiplatform. Just different platforms.
A bit confusing, but I think he was drawing a PC/mobile distinction, and it probably would have been better to say "desktop" instead of PC.
i used PC because in the parent comment PC was used as well.
Desktop is also not ideal because it runs on Laptops as well.
Re: One decade later, Minecraft world generation is interesting again
#116Earlier quoted context omitted.
The article suggests that "more realistic" is correlated with "boring". "Real" is an interesting concept. Any such simulation couldn't really be based on Earth geophysics. Who wants to spend months crossing the steppes? Real magma isn't something you find by accident. Real tunnels can collapse. And so on. So these intelligent developers will need to create a new system of geophysics. I've read that Dwarf Fortress use…
I think a SimClimate could become a hit. Maybe the dynamics could be gamified for kids, but I bet there are lots of adults who'd also want to just "spend months crossing the steppes" following the seasons pretty much.
There are games for nuclear war and pandemics that are fun and educational about the globe-spanning dynamics of those catastrophes. There are also games like Universal Paperclips that provide an intuition for the exponential dynamics of complex systems.
Seems like there should be a way to fuse these concepts around climate change.
Re: One decade later, Minecraft world generation is interesting again
#117If you like voxel world generation, I strongly advise you to check out Veloren[1], it has a much much deeper worldgen that what Minecraft offers. [1]: https://veloren.net/ the game is still under development but it has been playable for more than a year now.
The Veloren developers seem to have forgotten to provide a page of information _anywhere_ giving a non-negligible overview of what the game is about. The main website has little more than a paragraph listing some other games as inspiration, followed by some Minecraft-like screenshots. It also has a manual which is clearly focused on developers and contributors, as it provides next to no information for a new person w…
Re: One decade later, Minecraft world generation is interesting again
#118Earlier quoted context omitted.
I'm no Microsoft apologist, but I believe you've misunderstood the intention and the effect of the changes. Previously, the time-optimal strategy to acquire iron and diamonds was to dig a hole deep into the earth and then bore straight paths. This was exceptionally grindy (fans would say zen, detractors would say tedious), but effective. With 1.18, the optimal strategy is now to enter a cave and find the resources th…
Is the strategy you're talking about (digging straight down upon spawn, as I've seen people do) just applicable to speedrunning, or does your average player learn to do that eventually as well?
Re: One decade later, Minecraft world generation is interesting again
#119The new worldgen is incredible, both above and below the surface. Hats off to everyone at Mojang that worked on this! One of my favorite game memories of all time was the first time I played Minecraft during the alpha days and immediately got lost in the world. For me, going into a 1.18 world and finding a giant mountain chain and then finding a cave on the peak of the mountain that falls all the way into a giant und…
The one thing that always stuns me is how in the hell did they (both Mojang and terrain pack creators) figure this out from math? Like, it's perlin noise and a bunch of algorithms and it makes mountains and caves and overhangs that are all decorated and such and a river bleeding into a ravine that leads into a giant cave network.
Just yesterday I watched this fantastic explanation of how to generate realistically looking ocean surface: https://www.youtube.com/watch?v=kGEqaX4Y4bQ
The fantastic part about this video is just how little of actual physics you need to know to create convincing, complex waves. You can skip entire fluid dynamics and condense it to "water molecules move in circles when subjected to a wave".
Forget about Perlin noise, it is useful to getting something but it is IMO dead end if you are for realistic looking world. There isn't a way to fix it because, fundamentally, it is completely disconnected from how land features are created in real life. To get asymptotically to realism you have to start taking into account more and more of physics and passage of time and Perlin noise just completely ignores this.
To get realistic representation you need to build a little model that knows a little bit about how the features are created.
You can even go Dwarf Fortress direction and model processes that create various features of the world over time.
Re: One decade later, Minecraft world generation is interesting again
#120If you like voxel world generation, I strongly advise you to check out Veloren[1], it has a much much deeper worldgen that what Minecraft offers. [1]: https://veloren.net/ the game is still under development but it has been playable for more than a year now.
> Veloren is a multiplayer voxel RPG written in Rust. This is such a meme by now, I have to assume it's an inside joke. Even games mention that they're "written in Rust" in the first sentence in their official presentation, what other programming language communities does this? Why would anyone except other Rust programmers care?