Question about map file

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nomohakon
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Question about map file

by nomohakon » Sat Dec 08, 2012 18:23

Some block 16x16x16 nodes: content stone.

Another block 16x16x16 nodes: content stone /where/, dirt /where/, air /where/, etc.

Is that how is saved world? If this is true, can cleaning some block (setting it to all stone or all air) decrease size of map?
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Leroy
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by Leroy » Sun Dec 09, 2012 01:36

nomohakon wrote:Some block 16x16x16 nodes: content stone.

Another block 16x16x16 nodes: content stone /where/, dirt /where/, air /where/, etc.

Is that how is saved world? If this is true, can cleaning some block (setting it to all stone or all air) decrease size of map?

I think that if there is less material to render, than take up less space
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nomohakon
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by nomohakon » Mon Dec 10, 2012 11:04

Sorry, i did not understand what you mean.

Left one takes much less space and (i believe) time to render.
Image
Is that right or its always saved as in right part?
"To learn who rules over you, simply find out who you are not allowed to criticize." - Voltaire
"Knowledge, like air, is vital to life. Like air, no one should be denied it." - Alan Moore, V for Vendetta
- - -
"To never die... and to conquer all, that is winning." ―Illyria
 

doserj
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by doserj » Mon Dec 10, 2012 15:17

Here is my understanding.

Regarding map size: The data for a 16x16x16 block is stored zlib-compressed. So if every node in the block is the same, this should be substantially compressed.

Regarding rendering complexity: this is basically proportional to the size of the mesh, which is (roughly) proportional to the surface area. The surface area is basically the number of transitions between solid and non-solid nodes (e.g., stone-to-air). Transitions between different solid nodes (e.g., stone-to-dirt) don't affect the mesh-size.

In summary, a block consisting of only stone would have small map size and low rendering complexity. A block with only solid nodes, like stone, dirt, sand, etc would have a bigger map size (because it probably doesn't compress that well) but still roughly the same low rendering complexity. A block with alternating stone and air nodes will have relatively small map size (the repeating pattern should still compress somewhat), but quite high rendering complexity (because of many transitions and therefore high surface-area.).
 

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by madarexxx » Tue Dec 11, 2012 14:23

Sounds like lod realisation - cool
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