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FAQ
TL;DR: install CubicWorldGen and use the "Custom Cubic" world type, it's much faster.
A Level-of-Detail renderer needs to be able to compute low-quality versions of the distant terrain. Unfortunately, Minecraft's standard terrain generation code provides no way to generate low-quality terrain. This means that terrain has to be generated at maximum quality, and then repeatedly simplified in order to get the low-quality version to render. This basically means that generation becomes exponentially slower as it gets further away from the player. Additionally, due to the way Minecraft's code works, this process has to be singled-threaded, so it can't take advantage of multiple CPU cores.
I solved this problem by inventing "rough generators". Basically, I'm able to (ab)use the terrain generator's internals to immediately estimate what the terrain at certain points might look like, without having to compute every point in between. The problem with this is that it requires me to manually add support for every generator type, which is lower-priority than actually getting the mod working well and the compatibility issues worked out. So, at the moment, the only generator type with an experimental rough generator is the CustomCubic
generator, added by CubicWorldGen. Rough generators for other terrain generators, including the vanilla Overworld/Nether/End generators, will be added before the first stable release, and developers of other terrain generation mods will be able to add compatibility themselves.
Yes.
Yes.
Yes.
Most likely, yes. Here's the full list of versions I currently plan to eventually add support for:
- 1.4.7
- 1.6.4
- 1.7.10
- 1.8.9
- 1.12.2
- 1.16.4 (Forge+Fabric)
- 1.17 (?) (Forge+Fabric) (only if cubic chunks releases on it)
- 1.18.whatever (Forge+Fabric)
- Coming Soon:tm: (Forge+Fabric)
Version 1188 and above are currently only available if you compile the mod from source, or download the -all.jar
from Jenkins.