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Offline Clarke

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Re: Minecraft
« Reply #2145 on: March 07, 2010, 05:52:44 pm »
Awesome. I really hope he adds trains.


By the way, its lonely on dark's server.

Offline Pixxel

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Re: Minecraft
« Reply #2146 on: March 07, 2010, 05:55:55 pm »
Looks good, hopefully we wont have to wait for too long :)
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Offline Cyst

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Re: Minecraft
« Reply #2147 on: March 07, 2010, 06:09:48 pm »
I have my own personal floating island. Yay me.
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Offline Gauphastus

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Re: Minecraft
« Reply #2148 on: March 08, 2010, 11:05:00 am »
That's some sweet info, Eagle. Thanks.

Quote
Remaining (in order I will add them):

* Layered lighting engine
* Entity logic
* Tile entities (Chests, furnaces)
* Tile ticking (growing farms, spreading grass and fire, water flowing)
* Switch water back to infinite temporarily
* Caves
* More advanced level generator with different climate zones and such. This can be done much later, if needed.

Done:

* Basic decorator pattern for chunk sources
* Infinite level generator
* Stable physics at extreme distances
* Stable rendering at extreme distances
* Doubled the rendering distance to 256 meters

The Layered lighting engine was suggested by Asmodean (I hope I spelled that right) on IRC, and will make day/night transitions almost instantaneous at the cost of some extra RAM. It would also enable carried light sources at the cost of even more RAM.

The decorator pattern for chunks means it’s easy to split up the logic for different “level” sources, such as having a pseudorandom level generator wrapped in a disk cache wrapped in a memory cache, or switch that entire structure out for a memory cached network chunk source for multiplayer.
It took me a while to arrive at this design, mostly because of my chaotic development philosophy (get it to work, then refactor if the code is bad), but I’m really happy with it now.

The lighting is the big hold up at the moment, I expect most of the remaining things to go pretty fast, except for caves and the very vague final point, which I suspect will be an ongoing process for the rest of the game development time.

Once infinite is done, I will put it up as a replacement for indev, then work on survival mode multiplayer.

And here's another article about exactly what the new lighting system is all about.
It's a bunch of math and such. Have a look if you like.
http://notch.tumblr.com/post/434902871/per-request-this-is-how-the-new-lighting-will-work

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Offline Eagle

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Re: Minecraft
« Reply #2149 on: March 08, 2010, 11:16:38 am »
I hope when he adds lanterns that the light spread of that one will be big, because making a lot of them could get incredibly annoying.
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Offline Pixxel

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Re: Minecraft
« Reply #2150 on: March 08, 2010, 11:18:36 am »
Shouldn't spread more than what would be realistic.
If you stop and think about it, Your life's longer as an old guy than a kid. Scary o.o

Offline Eagle

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Re: Minecraft
« Reply #2151 on: March 09, 2010, 03:12:00 pm »
In real life a lantern can illuminate the general area of a room.
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Offline DarkDragon

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Re: Minecraft
« Reply #2152 on: March 09, 2010, 03:30:48 pm »
Bah, might as well take my server down, even public close to no one joins.
DarkDragon's Minecraft Survival Server (use this as the IP):

gamingsteve.dyndns.org

- The server uses a whitelist, if you're not on the whitelist (can't connect), PM me your minecraft name.

Offline Gauphastus

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Re: Minecraft
« Reply #2153 on: March 09, 2010, 03:52:49 pm »
Creative is pretty dull after playing indev.
And infdev even.

I guess I'm still holding out.
"Ma all the gods of furious strong be with you as you crunch opposents, and live like a windrammer as you f**k."
       ~Ricky Wangstrom

Offline Eagle

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Re: Minecraft
« Reply #2154 on: March 09, 2010, 04:09:18 pm »
Hey Gauph, do you still have those levels everyone made while it was creative only for when survival multiplayer comes out? Because I'd love playing on those after seeing the screenshots.
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Offline Gauphastus

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Re: Minecraft
« Reply #2155 on: March 09, 2010, 04:39:24 pm »
I still have every single one, yes.
You'd probably have to load them in Omen first though. I can't remember if they load up properly.
They loaded up in early survival. There was this castle a bunch of us made.

So many skeletons...

http://sites.google.com/site/gauphastus/LevelBackups.7z

You'll need 7zip, sorry.
It's free though, so whatever.
"Ma all the gods of furious strong be with you as you crunch opposents, and live like a windrammer as you f**k."
       ~Ricky Wangstrom

Offline DarkDragon

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Re: Minecraft
« Reply #2156 on: March 10, 2010, 05:09:27 am »
So, maybe I should make a standard map to use on my server and we build a theme around it to play in indev?
DarkDragon's Minecraft Survival Server (use this as the IP):

gamingsteve.dyndns.org

- The server uses a whitelist, if you're not on the whitelist (can't connect), PM me your minecraft name.

Offline Kishmond

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Re: Minecraft
« Reply #2157 on: March 10, 2010, 05:31:57 pm »
In a few minutes I'll be broadcasting Minecraft again and listening to the new Gorillaz album.

EDIT: Done. Got an upside down lighthouse built, that was pretty cool.

Next broadcast may be Friday at noon or early afternoon CST.
« Last Edit: March 10, 2010, 08:34:32 pm by Kishmond »
Yeah, [Kishmond] came back from Africa, but the ponies have him now.

Offline Cyst

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Re: Minecraft
« Reply #2158 on: March 10, 2010, 09:00:45 pm »
DEATH TO DAESH! In solidarity with Rojava!
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Oh come now, Lurk.

The internet is a magical place, where linguistic and dialectic possibilities are endless. Why not embrace those variations and see where they lead you.

Offline Kishmond

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Re: Minecraft
« Reply #2159 on: March 11, 2010, 12:36:05 pm »
Playing Minecraft again, if anyone cares. This time in a higher resolution.

Edit: Done for today. Also you get normal resolution from now on. Pretty low resolution actually.
« Last Edit: March 11, 2010, 03:13:07 pm by Kishmond »
Yeah, [Kishmond] came back from Africa, but the ponies have him now.