beware your nemesis
Blizzard spoke with us recently about what separates the Diablo III: Reaper of Souls Ultimate Evil Edition experience over the PC and spoke about platform differences. Click here!
inquiring minds
We chat with friend of the site Cameron Lee about Dragon Age Inquisition's endgame content, theorycrafting, tactical play and much more. Click here for our interview!
welcome to you're doom
AusGamers got a 15-minute live sneak-peek at the totally reimagined Doom at this year's QuakeCon. Read our in-depth first-look impressions right here!
highway to the danger zone
We caught up with The Witcher 3: Wild Hunt's game director, Konrad Tomaszkiewicz, to talk all things Witcher, monsters and open-world! Click here!
Post by Eorl @ 03:13pm 23/04/14 | 7 Comments
Minecraft developers Mojang have been slowly revealing new information on the next big update for Minecraft on PC, which will be majorly overhauling the terrain generation system. After dangling the digital carrot in front our faces, the team has finally revealed just what you can expect in terms of terrain generation in Update 1.8.

There are a total of 16 sliders which can be used to alter various aspects of Minecraft’s terrain generator, but Mojang has also implemented direct input for those wanting further tweaking. You also have complete control over things like the sea level and what structures you want to generate, including dungeons, fortress and even lava lakes.

“We’ve also supplied a set of seven presets that we think players will find interesting, including a world made of water up to the top of the map, and the return of floating islands,” said the developer. Check it out below.






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Latest Comments
Nerf Stormborn
Posted 03:52pm 23/4/14
Their floating blocks issue would be so damn easy to fix since everything is just vertically piled, don't know why they don't. :S
copuis
Posted 05:20pm 23/4/14
Their floating blocks issue would be so damn easy to fix since everything is just vertically piled, don't know why they don't. :S


wouldn't that f*** up all the cool caves etc?
Nerf Stormborn
Posted 11:12pm 23/4/14
I just mean rogue floating blocks, but I guess it would be hard to know how far horizontally to explore before deciding whether something is connected enough to the ground and should collapse. If they set a tensile strength thing of each block/material type, they could explore outwards to a maximum allowed number to see if it reaches, IDK, a main ground block.
Lynx
Posted 11:21pm 23/4/14
It's not a bad idea, but the terrain generation is already slow enough as it is.
Nerf Stormborn
Posted 11:29pm 23/4/14
Yeah and I have nfi why. I've written pretty complex terrain generators, that then do a whole lot of additional mesh and texture and pathfinding and distribution stuff, in a browser with javascript, which start and finish in like 20 milliseconds on one thread of my 2007-purchased cpu.

But then, they've actually shipped a game and made tens of millions of dollars, so they have that...
arkter
Posted 09:24am 24/4/14
why is the render distance still so s*** in this game? (serious question, not being a smart arse)
WirlWind
Posted 10:36pm 24/4/14
Because the game is poorly coded, I guess.
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