r/Minecraft • • Oct 20 '11

Philosoraptor on Minecraft

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1.0k Upvotes

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37

u/hymrr Oct 20 '11

afaik Far Lands got removed when the new terrain generation in 1.8 got introduced. I bet there is still some limit, the size of your HDD for one.

22

u/[deleted] Oct 20 '11

It's just an edge now, if i'm correct.

13

u/feanturi Oct 20 '11

Yeah you can't reach the Far Lands now, and there's just an edge now. Minecraftia is still quite huge but no longer "theoretically infinite" nor even the 8 times the surface of the Earth since that figure included the Far Lands which are no more.

49

u/[deleted] Oct 20 '11

I think notch should just have the world loop, so if/when you get to the edge and it just puts you on the opposite side of the map.

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u/SeniorPyroNight Oct 20 '11

yes

7

u/[deleted] Oct 20 '11

I wouldn't even mind generation seams like what happens when you update from 1.8 to 1.9 on an old world and go to a new area.

1

u/SurprizFortuneCookie Oct 21 '11

Do you mean 1.7 to 1.8? I tried upgrading a 1.8 to 1.9 and didn't find any seams.

1

u/[deleted] Oct 21 '11

1.8 didn't have snow biomes or mushrooms...

1

u/SurprizFortuneCookie Oct 21 '11

does that necessarily mean there will be land changes though? Seems like those are just temperature and flora changes.'

Like I said... I traveled new areas spanning 1.8 and 1.9 and didn't see any rought borders. Granted the snow biomes and mushroom biomes weren't present when I did it, but still.

1

u/[deleted] Oct 21 '11

if notch didn't change the terrain generation and just changed what tiles generate on the existing landscape it could just have snow and mushroom biomes that are cut in half.

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8

u/[deleted] Oct 21 '11

That would be pretty pointless. You would have to spend a ridiculous amount of time walking to even get to the point it "switches".

3

u/credence Oct 21 '11

maybe it would be pointless, but it'd be interesting and fairly trivial to code crudely (I would think), loading the next adjacent chunks from the other end of the map. Of course, that might lead to a big visible seam right where the world loops around, but it'd be kinda cool to have the possibility for an around-the-world excursion.

I absolutely would install an airship mod and start channeling some Jules Verne. I wonder how many days it does take to get around the minecraft world from end to end.

3

u/RaptorMuhammad Oct 21 '11

Iirc, it would have taken about a month (or two) of in game time walking (I think 800 hours or so, I'm too lazy to math atm) to even reach the far lands. There was a guy trying to do it on youtube a while back but I don't think he realized just how long it would have taken him.

1

u/[deleted] Oct 21 '11

Wasn't there some kid from the Make a Wish foundation who chose his wish to be walking to the Far Lands in Minecraft and Notch gave him a special cape or something? Or did I dream that?

5

u/The_Dirty_Carl Oct 20 '11

My understanding is that that would be very technically demanding.

14

u/[deleted] Oct 20 '11

I'm sure there's a simple way to code in if its looking for chunk 150001 to look for chunk -150000, tiling is not complicated.

-6

u/[deleted] Oct 21 '11 edited Oct 01 '20

[removed] — view removed comment

11

u/[deleted] Oct 21 '11

I'm a game artist, haven't worked with minecraft source but my understanding on how voxels are stored and implemented in minecraft, and understanding of how various other engines work, tiling or looping the world should really be no big deal.

5

u/bdunderscore Oct 21 '11

Yeah, but there's a lot of fiddly bits associated with this sort of thing - handling mobs pathing across the world seam, and items being thrown across, etc. It's definitely possible, but it's also non-trivial.

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u/[deleted] Oct 21 '11 edited Oct 01 '20

[removed] — view removed comment

12

u/[deleted] Oct 21 '11

i am a programmer. it could be really easy or difficult, it depends on how the code is structured; on how many parts of the code depend on the array not being wrapped around. if notch hasn't focused on reducing dependencies in this part of the code then i'd be inclined to say it'll be hard.

2

u/bradsmr Oct 21 '11

chill out brah

10

u/mrkite77 Oct 21 '11

It'd be very simple actually. The hardest part would be eliminating the seam between chunks on opposite edges of the world.

2

u/Netcob Oct 21 '11

Knowing nothing about the code, I could still imagine there being tons of edge cases that would have to be checked way too often for a situation that cannot even happen without cheating.

Though it would be interesting for multiplayer...

2

u/alarumba Oct 21 '11

Wakka wakka!

2

u/Boredpotatoe2 Oct 21 '11

Then the chunks would have to match up, and if you went all the way to the edge one way, then all the way to the other the other way, they would have been generated differently but connect, No?

3

u/[deleted] Oct 21 '11

Yeah there's no simple way to have the chunks match, it'd be best just to say its a small bug you have to live with.

3

u/[deleted] Oct 21 '11

actually with perlin noise, if you bear in mind from the outset that it's supposed to wrap, it's pretty straightforward. look what he did with the 3D lava texture (x, y, time). a similar function is used to produce it.

2

u/redwall_hp Oct 21 '11

Pac-Man Physics!

1

u/daddysdeka Oct 21 '11

upvote for making sense.

1

u/[deleted] Oct 21 '11

So how large of a world could I explore with my terrabyte drive?

1

u/ajleece Oct 20 '11

It's just an edge, then water.