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Southpaw_LXIX

Vintarian
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  1. I'm not sure if this is even possible to implement but if so, it would be really cool and immersive. The idea is this: let's say you have a 10,000 block wide world that stretches from X = -5,000 to X = 5,000. if you travel all the way to X = 5,000, you would no longer see a sharp edge over an abyss. Instead the game would render the chunks at X = -5,000 and you could walk right across, suddenly going from the easternmost point of the world to the westernmost point, and the same for the north and south; A feat indistinguishable from crossing from chunk to chunk. This would probably need to be restricted to worlds at least 5K blocks squared in size or bigger, otherwise the game could end up double rendering the same chunks depending on graphics settings. A perfectly square world shouldn't be necessary as long as both the X and Z axis are of sufficient length. I understand that the world generation would need to consider this setting ahead of time in order to avoid creating a chunk error like phenomenon along the boarder. The world map would also need to loop around on itself too for ease of navigation around the border regions. From a mathematical perspective, this is somewhat simple but from a game development perspective, not so much. There are potentially hundreds of reasons that adding this to the game wouldn't work. I just think it would be really cool to walk all the way around the world and end up back at my house.
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