>>2317291I did now, I actually forgot to back when I opened it originally to experiment but the fact it doesn't automatically keep it registered in the list is annoying.
I can only hope they seriously optimize the engine before release. They really need to do a total fucking rewrite of the shitty chunk system. It's SO BAD it hurts. As it is, they can make totally 3D chunks, 16 block cube.
Any time a block is placed, check if it is topmost, if so, update the map to put it at the top. If it is not, no problem like normal.
If it is, then update a new lightlevel map used to calculate the lightlevel of any chunks below it.
We already have the first, the map API, but we don't have a lightlevel map, all it takes is a few changes in the code and it is done.
Now, and this is the important part, chunks out of range no longer need to be loaded because it only needs to reference these 2 maps and make changes to chunks that are loaded.
"But what if a chunk isn't loaded and a block out of range is removed which changes the light level map ???", it gets updated the instant it is in range. (which is normally far from sight)
But the simplicity in this is it does NOT need to load every single chunk from y20 million down to y-whateverthefuckyourat, it only needs to check the lightmap and regular map to see what blocks it needs to change.
This isn't rocket surgery. This can be infinity blocks high and still perform well. It just adds an extra map for every chunk to store the light level as well as the actual color. I'd say the tiny increase in size is worth it for massive performance gains.
The huge downside? Realistic shaders.
I thought of this in the span of watching an update video from some random youtuber making a video on it.
What's your excuse Mojank?
/rawtism