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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

#81

Super excited to try this out, I haven't played much since the alpha ended. Does anyone know how well the RTX support is? I could never tell if that was meant to be a tech demo or an actual feature.

I've used it with a 3070. I love it. Getting it running requires a little reading and experimenting rather than a toggle in a menu, but when it's running it's wonderful. I stop and stare at many things. Sunset on a village is great, the soft glow around my house is great, true black and light occlusion in caves is great.

Mob spawn light rules are unchanged and don't match up with the RT front end, but that rarely matters.

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

#82

Earlier quoted context omitted.

This is so user-unhostile I wanna cry. Most companies just want the power to force antifeutures on the users nowadays.

The Microsoft acquisition of Minecraft is inexplicably one of the few big tech acquisitions that hasn't completely destroyed the product. It's impressive

Ye well MS can't wish the old offline installers out of existence I guess.

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

#83
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.

That was notch's original idea for portals in multiplayer I recall reading. A portal would take you to another server.

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

#84
post #30
post #13

It's been a while since I've played Minecraft, so I can't speak to the newer terrain. But I always thought they could significantly improve the world gen. Perlin noise is cool, but why not try to fully simulate plate tectonics, weather patterns, drainage? It would go a long way if deserts were in the rainshadow of mountain ranges, islands corresponded to real volcanic activity, etc. I guess there is a limit to what y…

You can do something like this by layering. E.g. generate a high level coarse map that sets some features like average elevation, and calculates climate from that and derives biome from that, as an input into the lower level worldgen

I believe this is exactly how minecraft's new "3D" worldgen works. It calculates a high-level terrain map, then a temperature map, and then biomes are placed on top of them that fit the characteristics.

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

#85

Earlier quoted context omitted.

The Microsoft acquisition of Minecraft is inexplicably one of the few big tech acquisitions that hasn't completely destroyed the product. It's impressive

One way Microsoft improved the product was to remove all mentions of Markus "It's OK To Be White" Persson's name from the game. https://en.wikipedia.org/wiki/Markus_Persson#Controversy >Controversy >Persson has received criticism for political and social opinions he has expressed on Twitter, such as referring to feminism as a "social disease" and claiming that most feminists are "overtly sexist against men."[50][51]…

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

#86
post #30
post #13

It's been a while since I've played Minecraft, so I can't speak to the newer terrain. But I always thought they could significantly improve the world gen. Perlin noise is cool, but why not try to fully simulate plate tectonics, weather patterns, drainage? It would go a long way if deserts were in the rainshadow of mountain ranges, islands corresponded to real volcanic activity, etc. I guess there is a limit to what y…

You can do something like this by layering. E.g. generate a high level coarse map that sets some features like average elevation, and calculates climate from that and derives biome from that, as an input into the lower level worldgen

Reminds me of the AutoBiomes paper! Waiting for something to be integrated into EG a terrain creation tool (no!-MC games), should produce pretty interesting results.

https://cgvr.cs.uni-bremen.de/papers/cgi20/AutoBiomes.pdf

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

#88
post #19

One thing I always hoped, but that never happened: get people’s creations into the game. Randomly get vetted buildings as biomes. People have created insane things and it’s a shame they couldn’t have been integrated directly into the game. Even a few would have been cool. I guess one thing is that structures without life feels empty, so you’d have to generate random monsters or NPCs for each of them.

They _kind of_ have this, within the limits and goals of Minecraft.

They've spoken recently about one of their intentions for Survival is for the world to be a blank slate for players own creations. Adding more and richer structures detracts from that. There's also the part where it's still a game that needs balancing, and just importing arbitrary structures and resources detracts from Survival.

There is the marketplace which has community servers/worlds/levels that showcase what other people have built. I think that's the right level for this.

Otherwise, stuff like this is perfect for the data pack ecosystem they created.

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

#89

Earlier quoted context omitted.

Have you considered modded to get a little more Factorio in your minecraft? I'm playing the "Create: Above & Beyond" pack. There is grind, the pack gives you a goal (build rocket, go to moon), but how you get there is up to you and the automation isn't quite so arcane as vanilla, and doesn't rely on "magic blocks" (Where you plonk down a single block and it magically does all the things) instead relying on you making…

I've pushed java far past its breaking point in previous modded minecraft worlds (30 second GC every 30 seconds, some AE2 leak when millions of items are stored). I like many aspects of bedrock edition, most related to performance. I want a gregtech-like experience in bedrock so badly that I'd go as far as making it myself. I just wish the command interface wasn't so janky. When I've done test blocks and interactions…

Bedrock does have a Javascript-based behaviour pack system. No idea about it's capabilities.

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

#90

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?

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.

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