![]() ![]() ↑ LWJGL IRC Logs " rebuilding a chunk of these takes almost 100 ms, but that's everything, including tesselation, calculating lighting, and building the display list.". ![]() ↑ LWJGL IRC Logs " i was trying to narrow down a performance issue last night.".Google has a limit of 2 gb" " upload complete, processing video" " ok, the quality is still crap until the processing finishes, but: " ↑ IRC logs: " hmm, I wonder if I could make a vid of this" " haha, the video ended up at 1.05 GB" " well, this is annoying.↑ a b IRC logs: " the chunk size is 16x16 now." " 8x8 chunks are SLOWER".↑ a b "Cave Game tech demo!" (archived) – The Word of Notch, May 13, 2009.↑ a b "Cave game tech test" – ( Archive) Nizzotch on YouTube, May 13, 2009.Video Original Note: All videos from Nizzotch, Notch's YouTube channel, have been region-locked in all countries. The player can respawn by pressing R, teleporting them to the world they were in.The player could not fly or place/remove blocks and there was no inventory or hotbar to get them from. This was an extremely basic version of it.Blocks which are darkened also have a layer of thick, black fog applied to them, appearing darker when looked at from further distances. Blocks that do not receive light are in a dim shadow that remains at the same level of brightness no matter how far they are from a light source. It passes through transparent blocks to light blocks underneath. "Sunlight" is emitted by the top edge of the map and hits any block that is under it, regardless of distance. The lighting engine in Classic and Pre-Classic was simple, with only 2 light levels, bright and dark.Reached down until a few blocks before the last layer of cobblestone, making a ravine.Falling off the edge of the world will not kill the player.It was possible to fall out of the world.The game takes 20 seconds to generate a 256×64×256 map.Chunks are loaded in order of their proximity to the player.Chunks are 16×16 blocks instead of 8×8 because 8×8 chunks decreased performance. ![]()
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