The Edge of Minetest (like the edge of the world where it just stops.)

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LionLAD
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The Edge of Minetest (like the edge of the world where it just stops.)

by LionLAD » Thu Apr 11, 2013 22:18

i decided today to go to the edge of the world and to see what it looks like... i did't want to walk so i teleported there and to my surprise it's not 31000 it actually like 30999 i think well just look at the Coors....

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Last edited by LionLAD on Thu Apr 11, 2013 22:19, edited 1 time in total.
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by PilzAdam » Thu Apr 11, 2013 22:51

First time being at the edge?
 

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by LionLAD » Sat Apr 13, 2013 01:18

yea it was i haven't been that far out from my spawn before
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by onpon4 » Sat Apr 13, 2013 04:04

Looks exactly like when generation in an area lags.

Wouldn't it be nice if the Minetest world was like a doughnut rather than a flat plane (wrapping horizontally and vertically)? It wouldn't actually do much, but it would make the fact that the world is limited less noticeable.
 

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by Melkor » Sat Apr 13, 2013 13:29

people used to make trips right to the edges in public servers, in the 0.3.1 era, I miss old servers like the Kray server. for some reason since 0.4, publics servers are too laggy for me

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In Those servers, all had fly, fast and noclip by default, and the Griefing was terrible, so people used to travel long distances only for build stuff, amazing structures and unaltered hotels for travelers, high and long bridges taking you to nowhere in the way to the limit of the map.
The travel take several minutes without teleport at maximun speed, and the griefers never find those places... well, that's was my experience
 

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by Sokomine » Sat Apr 13, 2013 14:19

Having to travel for several minutes on fast just to avoid houses getting griefed does not sound like heaven :-(. Plus it might become very difficult to locate the buildings once their builders do no longer play. The diverse protection mods, combined with teleport mods, make life much easier.
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by Zeg9 » Sat Apr 13, 2013 15:06

Melkor wrote:Image

It would be interesting to find "dungeons" like this on the edges of the world :D
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by Melkor » Sat Apr 13, 2013 15:27

Sokomine wrote:Having to travel for several minutes on fast just to avoid houses getting griefed does not sound like heaven :-(. Plus it might become very difficult to locate the buildings once their builders do no longer play. The diverse protection mods, combined with teleport mods, make life much easier.


nobody said it was fun :)
In Kray servers, people made paths with cobble from the 0,0,0 coordinate to the end. so in this way was easy to find interesting things (only for people with free time)
 

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by issa » Sun Apr 14, 2013 08:54

Can u créateur a sphère like earth and not a plane
 

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by Zeg9 » Sun Apr 14, 2013 09:17

issa wrote:Can u créateur a sphère like earth and not a plane


A sphere isn't doable easily... Perhaps, when you are at the edge of the world, warping to the other edge (eventually seeing it) would be possible...
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by onpon4 » Sun Apr 14, 2013 17:47

A sphere would be a lot more complicated than a doughnut and the difference wouldn't be particularly noticeable.
 

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by Inocudom » Sun Apr 14, 2013 19:31

What ever happened to Kray's server and its map? It should be brought back and used again, but a sort of smoothing zone should be created for where the lands of old mapgens meet the lands of the present and future ones.
 

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by jmf » Mon Apr 15, 2013 12:25

onpon4 wrote:A sphere would be a lot more complicated than a doughnut and the difference wouldn't be particularly noticeable.

<random>And doghnuts can be eaten :D </random>
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by markveidemanis » Mon Apr 15, 2013 14:28

When you walk over the edge it would be cool if it teleported you to the other edge.
Or you could see the other edge from the edge but that would be complex.
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by YoYoBuddy » Mon Apr 15, 2013 19:33

onpon4 wrote:Looks exactly like when generation in an area lags.

Wouldn't it be nice if the Minetest world was like a doughnut rather than a flat plane (wrapping horizontally and vertically)? It wouldn't actually do much, but it would make the fact that the world is limited less noticeable.


Then there would be a big hole in the middle...
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by onpon4 » Mon Apr 15, 2013 21:22

YoYoBuddy wrote:
onpon4 wrote:Looks exactly like when generation in an area lags.

Wouldn't it be nice if the Minetest world was like a doughnut rather than a flat plane (wrapping horizontally and vertically)? It wouldn't actually do much, but it would make the fact that the world is limited less noticeable.


Then there would be a big hole in the middle...


No, the shape you're thinking of is a flat disk with a hole in the middle, not a doughnut. More formally, the shape I call a "doughnut" is a torus, a three-dimensional shape. Imagine the Minetest world as a two-dimensional plane (i.e. a map) and then imagine wrapping that plane around a very large torus. The result is that the top of the map meets the bottom of the map and the edges of the map meet each other. That's what I'm talking about.
Last edited by onpon4 on Mon Apr 15, 2013 21:22, edited 1 time in total.
 

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by prestidigitator » Tue Apr 16, 2013 08:57

Hmm. It wouldn't be that difficult to create a map generator that wraps coordinates, and a mod that causes node changes along a border region to be reflected to the other side of the map. Then the player could be automatically warped to the other side when crossing a line within the border region....
 

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by rarkenin » Tue Apr 16, 2013 11:17

Irrlicht acts very strangely near +/- 32000, so the areas near the wraparound would be very graphic-glitchy until one wraps around and makes it all thw way back.
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by Idanwin » Mon Apr 29, 2013 14:51

I want donutses!!!
No really, the idea sounds very good. It will give more of a 'planet' feel to the game.
Hope someone does this.
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by quick.dudley » Thu May 02, 2013 10:41

So the distance from the origin to the corner is sqrt(31000 ^ 2 * 2) = 4384. In other words the distance between opposite corners of the minetest map is only slightly longer than my daily run in real life. Somehow it feels much bigger during the actual playing.
 

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by kaeza » Thu May 02, 2013 10:49

quick.dudley wrote:So the distance from the origin to the corner is sqrt(31000 ^ 2 * 2) = 4384. In other words the distance between opposite corners of the minetest map is only slightly longer than my daily run in real life. Somehow it feels much bigger during the actual playing.

More like sqrt((62000^2)*2). Each axis goes from -31000 to 31000 (approx).
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by quick.dudley » Fri May 03, 2013 02:46

kaeza wrote:More like sqrt((62000^2)*2). Each axis goes from -31000 to 31000 (approx).

That's what I actually meant: the distance from the origin to the corner is half the distance between opposite corners.
 


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