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Chrome Shack Community Guidelines Chatty Search
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horrible Edition!!!
Oh god I haven't slept in over 24 hours and I'm sick and I just
Multiplayer Servers!
MercFox1 : shackeast.sytes.net
Shadowdane : shadowdane.shacknet.nu
Chicken Fur : 69.169.149.253
m0rfus (PvP/Mobs on) : morfus.dyndns.org
Haxim (TNT Server) : asplode.dyndns.org
Teamspeak : ts.shackbattles.com:9987
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Idea for your GMap rendering:
Call this super GMap rendering. Instead of rendering the whole map and slicing it up into separate images, render groups of layers. For example, render layers 0-15, ans save off the images. Then add layers 16-31, then 32-47, etc. Then modify the javascript so that there is another slider on the page (like the zoom slider) that start at the top, but as you move it down, it removes layers from the top of the projection by switching which set of images are shown.
There are two ways I can see this being done: the way I describe above (so that one image set has layers 0-15, then next has 0-31, the next has 0-47, etc.) or you can get really fancy with the javascript and image layout by having one set of images have layers 0-15, then next set have 16-31, then next 31-17, etc. and use javascript and absolute positioning to stack the images on top of each other appropriately. This second method would allow you to remove layers from the bottom as well as the top.
For night renders (I'm not sure if you've started work on this yet):
for your purposes (pure night rendering), you don't care about skylight, just torch/lava light. You just need to light the blocks that give off light, then push the light into surrounding blocks. there is no need to iterate every block in the chunk (besides finding the light sources).
This is basically a recursive lighting routine. As the maximum light is 15, it should never iterate more than 15 times (15 function calls deep). This is a correct lighting implementation for Minecraft as far as I know (if you are ignoring sky light. Technically, sky light is visible at night (the surface at night isn't as dark as caves are, but the sky light at night is only something like 4 (I'm not sure the actual value). You can simulate that by either setting the light of a square to 4 if it is less (or use starting values 4 less), or actually do sky lighting (with additional overhead) so that angle renders caves will be darker than surface.
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