So.... rendering.

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    I'm just wondering, what if the rendering works the way the "old" minecraft lighting works. You all know that, right? How every time in the middle of the night you turn around and why is that mountain still in the middle of the day.


    Basically once something has been loaded in, the game creates a rough "model" of the ship/planet/entity. That doesn't change and only moves and rotates with the entity, and stays there even when the actual ship has been unloaded, a rough model of the actual thing. (players with old computers can change LOD)
    Then when you load in the ship again/shoot things off/chunk update, the model gets updated.

    OR:

    The game creates a model as the ship/chunk is about to get unloaded, then deletes the model as soon as the chunk is loaded again, or updates the model if the chunk is updates.

    I personally think this would help render capital ships, those ones that are hard to load in because if you set your render segments any higher you computer would explode.

    Thoughts? :3
     

    NeonSturm

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    So do you mean a simplified model where each chunk is equal to one block, then calculate lightening on that block to get chunk lighting?

    Chunks with 16% blocks are then 16% opaque? what about wall-segments?

    Sry, I am not familiar with MC
     
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    So do you mean a simplified model where each chunk is equal to one block, then calculate lightening on that block to get chunk lighting?

    Chunks with 16% blocks are then 16% opaque? what about wall-segments?

    Sry, I am not familiar with MC
    Skip to 2:10. Then speed it up by 2x if you just want to see the general idea. Just imagine the unupdated blocks as a rough model.
     
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    Thing that u're talking about is very similiar to vectorize process (convert raster graphic into vector graphic). Which is 2D and very consuming. Don't want to even think how resource consuming it will be in 3D.