Chunks named on a Coordinate system

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SegFault22
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Chunks named on a Coordinate system

by SegFault22 » Wed Aug 14, 2013 22:16

I am here to suggest an idea, for changing the chunk-naming/generating methods. The idea is to name them differently than random numbers/letters or whatever it is now, and instead use a coordinate system. The chunk at the center of the world would be ''0,0,0'', and all other chunks would be named relative to the position of 0,0,0 - for example, the chunk directly North would be 0,0,1, the one under 0,0,0 would be 0,-1,0, etc,.
If implemented, worlds could become literally Infinite, as each coordinate number can increase to Infinity or decrease to negative Infinity. The only limitation would be data storage space and processing power. Minecraft doesn't even have that (it stops working right at about 9 million blocks from the origin, and chunk data gets overwritten/crashes begin), and thus it would make Minetest even more superior.
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by PilzAdam » Wed Aug 14, 2013 22:32

Ehm.... thats what we have currently.
The map cant be infinite, since the index varible cant grow infinitely.
 

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by SegFault22 » Wed Aug 14, 2013 23:22

PilzAdam wrote:Ehm.... thats what we have currently.
The map cant be infinite, since the index varible cant grow infinitely.

I did not know that is the current system. Since it is, that is good. I heard something about the problem being with some signed/unsigned integer or something, causing the map to not be able to be infinite, but I do not know the origin/which it was/the solution that was presented.
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by PilzAdam » Wed Aug 14, 2013 23:41

SegFault22 wrote:I did not know that is the current system.

So you propose a change and dont even know the current system? Sorry, but that doesnt make much sense to me.

There was a forum thread about larger maps. The "solution" there was to simply use more bits in the index variable, so more mapblocks can be indexed.
But there is no real need for this, since we nobody ever ran out of space in a Minetest world. Also Irrlicht gets to its limits, we already have visual glitches at large coordinates.
 

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by SegFault22 » Thu Aug 15, 2013 02:23

PilzAdam wrote:
SegFault22 wrote:I did not know that is the current system.

So you propose a change and dont even know the current system? Sorry, but that doesnt make much sense to me.

There was a forum thread about larger maps. The "solution" there was to simply use more bits in the index variable, so more mapblocks can be indexed.
But there is no real need for this, since we nobody ever ran out of space in a Minetest world. Also Irrlicht gets to its limits, we already have visual glitches at large coordinates.

Of course I do not know the current system that well. I've been gone for several months, and so many Minecraft features - er, changes to the game, were added during that time.
I guess that no solution is needed yet, but maybe when servers become so massive/populated that resources run dry, a solution may be needed. That will happen in the future, and I just wanted to bring up the subject now, so that it could be on the developers' minds, before such a catastrophic event happens.
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by sfan5 » Thu Aug 15, 2013 07:33

SegFault22 wrote:but maybe when servers become so massive/populated that resources run dry, a solution may be needed.

I don't think that there will be a server with this many players that we need more than 216 000 000 000 000 nodes space
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by paramat » Thu Aug 15, 2013 21:54

32x32x32km of glitch free space is only just enough for me, with 2km per realm that allows 16 stacked realms, total surface area 16384km^2.
Last edited by paramat on Thu Aug 15, 2013 21:56, edited 1 time in total.
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by LionsDen » Fri Aug 16, 2013 00:59

paramat wrote:32x32x32km of glitch free space is only just enough for me, with 2km per realm that allows 16 stacked realms, total surface area 16384km^2.


Isn't it supposed to be from ~ -31000 to ~ +31000 in every direction? That would mean it's ~ 62km x 62km x 62km so that would be 31 realms at 2km per realm height.
 

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by PilzAdam » Fri Aug 16, 2013 01:13

LionsDen wrote:
paramat wrote:32x32x32km of glitch free space is only just enough for me, with 2km per realm that allows 16 stacked realms, total surface area 16384km^2.


Isn't it supposed to be from ~ -31000 to ~ +31000 in every direction? That would mean it's ~ 62km x 62km x 62km so that would be 31 realms at 2km per realm height.

Yep.
 

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by paramat » Fri Aug 16, 2013 03:16

Yes :) but i was referring to 'irrilicht glitch free space', i have read that things get glitchy beyond x y z = +-16000, but thinking further if these are small graphics glitches they wouldn't be a problem.
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