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One decade later, Minecraft world generation is interesting again

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Re: One decade later, Minecraft world generation is interesting again

#131
post #90

Earlier quoted context omitted.

In a winamp discussion thread a couple of days ago somebody linked to https://www.strawberrymusicplayer.org/ , and I had the same reaction to their "It's written in C++ using the Qt toolkit and GStreamer. Strawberry is compatible with both Qt version 5 and 6.” It’s definitely weird for end-user software to promote itself based on internal implementation details, but it’s by no means a rust-exclusive phenomenon.

That line is the last line of their "About" section, and for open source software it is relevant since OSS projects often want people to contribute.

Veloren is a community-developped game that's still far from done, at this point they are looking for contributors much more than players at this point, so that makes sense.

Re: One decade later, Minecraft world generation is interesting again

#132

My understanding of the height limit (originally 128 and later 256) was that the lighting algorithm was O(height limit), and so it was hard to increase it arbitrarily. And then most of the shape of the terrain is dictated by the height limit—you couldn’t really have big mountains full of false summits, and indeed the terrain generation didn’t really have many low-frequency features that spanned large areas (but maybe…

The extremely low height limit is also influenced by gameplay: many voxel games let you run up slopes that vary by only a single vertical step, but Minecraft forces you to jump to climb, which is much slower. Nobody wants to jump 16,000 times just to get over a mountain range. On the other hand, while I actually really like the traversal and movement in Minecraft and I wouldn't want to change it, the current height and generation limits really are just too low to create anything truly majestic. The new update has increased the limits by 128 (64 blocks each above and below the prior limit, for new extreme Y coords of 320 and -64), which is a welcome change, but IMO they could have gone a bit higher.

Re: One decade later, Minecraft world generation is interesting again

#134
post #67

If 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.

I wouldn't say that it has deeper worldgen, but because it replaces voxel terrain with a lower lod after a certain distance, the world has a feeling of massive scale. You can see a far away mountain range on the horizon and actually journey there, then glide down it to an even further sea. Afaik the new site2 system also shows lod levels for generated structures.

The world feels massive because it is actually: a medium-sized hill in Veloren is taller than the entire horizontal dimension in Minecraft.

I'm personally not fond of the (pretty crude) lod view, especially because of the moiré in it.

Re: One decade later, Minecraft world generation is interesting again

#135
post #78

If 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…

It's still under heavy development, AFAIK there is a long time vision but they are still far from there so it wouldn't make sense to discuss about it in the front page.

And at this point they are clearly looking for contributors much more than for players, that's why all the documentation you'll find is targeting the former.

Documentation and marketing material require a lit of work, and doing so continuously against a fast-moving target is a enormous effort.

Re: One decade later, Minecraft world generation is interesting again

#137

Man. I really do want to like it, but this update is the first one that gives me the Microsoft-finally-took-over vibes. Traversal and with that exploration just became so much harder. The landscape is now riddled with holes that you either build scraggly bridges over, or lead to massive detours. The sides of bodies of water are much higher and steeper on average, making it impossible to see the landscape you're passi…

[deleted]

Re: One decade later, Minecraft world generation is interesting again

#138

Man. I really do want to like it, but this update is the first one that gives me the Microsoft-finally-took-over vibes. Traversal and with that exploration just became so much harder. The landscape is now riddled with holes that you either build scraggly bridges over, or lead to massive detours. The sides of bodies of water are much higher and steeper on average, making it impossible to see the landscape you're passi…

[deleted]

Re: One decade later, Minecraft world generation is interesting again

#139

If 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?

Every sentence on the page is focused on developers, the community developing it, and technical details of the game. It seems relevant.

Re: One decade later, Minecraft world generation is interesting again

#140
post #97
post #66

They should really enable a sharded server networking protocol to allow some MMO elements. Each server would handle a limited area and players would automatically connect to a server when they go to a certain distance. I'm sure players would pay to access it if it worked.

I remember seeing a project like that (maybe even here, on HN), but unfortunately I can’t find it

WorldQL: https://news.ycombinator.com/item?id=28401224
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