onpon4 wrote:causing the edges to wrap
mapgens could have troubles with wrapping but it would be a very nice feature.
onpon4 wrote:causing the edges to wrap
paramat wrote:most people find 64km^3 just large enough. I have big ideas and work with megastructures and the world's just big enough for me
SegFault22 wrote:But, if this issue is not addressed, people will start leaving when they find that there is not enough room to build a house, because mega-faction-guy built a huge wall just outside of the spawn protection area, or something.
paramat wrote:Minetest's core mapgen dev hmmmm is planning core skylands and underworld realms, and might also work on the lighting system to avoid higher realms shadowing lower realms, so even without mods there will hopefully be at least 3 stacked realms to inhabit, or even more if i can convince him to make multiple skyland realms possible. If anyone starts to run out of space in a world just think vertical, sky and underground cities seem more interesting to me than the huge but very flat MC worlds.
paramat wrote:Minetest's core mapgen dev hmmmm is planning core skylands and underworld realms ...
paramat wrote:If anyone starts to run out of space in a world just think vertical, sky and underground cities seem more interesting to me than the huge but very flat MC worlds.
glenalec wrote:While I also am not convinced that 64km3 is too small*,
aldobr wrote:Replace current map model with a delta based one.
Now you are not limited by storage.
Maybe use 80bit float values to store coordinates, that would make for a pretty big world.
aldobr wrote: delta engine only stores what was changed from the chunk generator, so most visited chunks will not be stored in the disk.
aldobr wrote:Replace current map model with a delta based one.
Maybe use 80bit float values to store coordinates, that would make for a pretty big world.
spootonium wrote:aldobr wrote: delta engine only stores what was changed from the chunk generator, so most visited chunks will not be stored in the disk.
Do I understand correctly, that this will mean that each chunk will need to be re-generated on-the-fly (and changes applied) every time that chunk is visited?
BrandonReese wrote: At one point I had over 20,000 player files on my server. That means at least the chunks around spawn would have been regenerated over 20,000 times.
BrandonReese wrote:This sounds like a really bad idea.
Krock wrote:If one of them changes the chunk, it will be saved and the mapgen will take no longer CPU time.
spillz wrote:The point of a delta engine is that you offload the terrain generation to the client (i.e. someone would need to add client side support for lua terrain gen).
aldobr wrote:split the world in superchunks and store each superchunk in a different mariadb server.
thetoon wrote:spillz wrote:The point of a delta engine is that you offload the terrain generation to the client (i.e. someone would need to add client side support for lua terrain gen).
But I don't think we'd need to wait for client-side Lua to have bigger world sizes. As someone put it before, it's basically bigger coordinates, plus some mechanisms to prevent server worlds to grow up insane, be it [/snip]
thetoon wrote:Step3: As seen from the previous posts, there's a lot of different options here, but here's mine. Let's add (optional) timestamp to blocks when writing them to disk (no matter what database backend is used) with a special value (0? MAX_VALUE?) for blocks which have been modified. Don't touch the block loading code.
Wuzzy wrote:Can anyone show me a Minecraft server where a surface of 66000×66000 is almost completely covered?
Wuzzy wrote:I am not taking any “The Minetest world is too small and needs to be larger.” discussion serious until anyone comes with a REAL example which proofs there is actually a real need for larger worlds. The examples which have been shown have all been pretty hypothetical.
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