All except the first two change read/write from O(1) to something more expensive though which could be trouble. I've implemented four of those while experimenting with this for CraftBukkit, they're not that hard to do. You could go with the simple "every block is the same, only store one" approach, segment that in to block ids, data, block light, and sky light (what CraftBukkit does), use a RLE variant that includes indices for faster lookups, use interval trees which are basically a data structure which represents the same data as the RLE approach, or, my favorite, use a palette of unique blocks and replace the block arrays with an index into the palette. There are a few ways to reduce memory usage for block data that are fairly easy to implement. I would absolutely love for them to tackle this problem though. It would use more bandwidth on those servers, and cause more loading to occur off of the server's storage devices. One problem aside from the memory usage on a client is also the extra memory it would use on the server, and that cannot nearly as easily be optimized. Any optimizations being done at runtime to those chunks could cause extra CPU to be used. Of course, with many gains to memory usage can come a required extra CPU usage. They could also perform vertex optimizations to reduce vert counts.
At the really far distances you could probably make further optimizations, like rendering the chunk to an imposter set of textures and then update that when the player has closed the distance enough that they might be able to notice it. This will be a small subset of the entire chunk of blocks. You load up the chunks at that distance, and only put into memory the outermost blocks. There are ways to approach this problem to reduce the memory footprint.
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Holes in the world of the GLASS render is a known issue that I've not been able to fix for this mod nor Portal Gun.Caves & Cliffs 1.18 FAQ | Login/Stolen Account Problems | Technical Problems On /r/Minecraft The mod itself has no configs but configs applied to iChunUtil's World Portals will apply. Be vary of this and try not to have too many running at once. As with World Portals, rendering the world on GLASS will half your FPS for each new render turned on. A lot of this mod requires the elements used to be in within the client world. GLASS will only be able to render another perspective that is close enough to your current position. You can connect a single wireless extension multiple times to multiple GLASS projectors by right clicking the block.Īs with clientside rendering, there are limitations as to how far GLASS will be able to render.
(For the code savvy, look up GL_TRIANGLE_STRIP). Every other triangle after will use the previous last two GLASS wireless extensions for their points. In wireless mode, views are drawn in triangles, with the first point of the triangle being the GLASS projector and the next two GLASS wireless extensions in order of addition. You can also adjust the order of the wireless extensions connected to it.Ĭonnecting a GLASS wireless extension to a GLASS projector instantly toggles the GLASS projector to wireless mode. You can set which channel it's connecting to by placing it and right clicking the block. The GLASS projector shows what is seen by the terminal when powered with redstone, and it also extends that to any neighbouring GLASS extensions. Place this down and right click it to set a channel and if it is a public channel or private channel.
The GLASS terminal is essentially your camera. Ever wanted to watch the sun set whilst living in a cave? With GLASS, that is now possible! General Layman's Aesthetic Spying Screen (GLASS) allows you to decorate your houses in a way not thought possible before.