![]() ![]() The highlighted code above is where the 8 block offset is added. The generation then takes place around the center of where those blocks come together.įor example, in ChunkGeneratorOverworld#populate() method you'll see code like: In other words, a single chunk is never generated on its own but rather always at least four. To avoid this, vanilla Minecraft causes all decoration, ore and feature generation to be offset by 8 blocks in the X and Z with the neighboring chunks only then needing to be loaded in those directions. If these are called during world generation you can end up with chunks causing additional chunk generation which causes even more chunk generation. that will cause neighboring chunks to need to load and generate. There are certain methods for things like setting neighboring blocks states, checking lighting, etc. However, on the client side the seed value is always 0 as it is never used on that side. Key Point: The seed used for world generation is contained in the WorldSettings class (and saved/loaded with the WorldInfo class). This a a complicated subject but studying how they are used in vanilla Minecraft code should give you some ideas. They typically work by creating a value that represents the "density" of the block position and if a certain threshold is met then a block is placed. These are used to determine whether to place a block in the world while giving a "natural" randomness. Key Point : Minecraft has a NoiseGenerator class which is extended into some specific noise generator types such as Perlin and simplex. ![]() For example, when randomly generating the world the height of the surface of the world isn't fully random but rather varies within a range (depending on the biome type) from the height of the neighboring blocks. The term "noise" is used for randomness that causes variation around a certain values. ![]() The world generation in Minecraft of course is random but it is also important that the generation looks "natural" (not totally random) and therefore uses the seed value to generate "noise". For example, see this article on some cool shared seed values. Users can share seeds to let other users experience worlds that they feel are worth sharing. You can then enter that seed when generating a new world, and the result will be the same. Tip: Minecraft allows the user to know the seed used in the world generation, by using the /seed command. The fact that the random number can be predicted with the seed is very useful for testing computer code because it means you can repeat the logic in the case where you are investigating a bug in code that This starting point is called the "seed". This means that while they seem random enough because they are not possible for a human to predict, but they may be possible for a computer to predict as long as the computer knows the starting point and generation algorithm of the random generation. In computer programming, random numbers are not truly random but instead they are " pseudo-random". Understanding World "Seeds" And "Noise" Generation The biome is used to determine the types of blocks, types of trees, and types of entities to generate.īiomes consist of a number of chunks, but the shape and size can vary randomly. These are things like "taiga" and "plains". There is a certain degree of randomness used by the code to make things interesting, but there are still "themes" for the area of the world which are called "biomes". This is done with a "chunk provider" that is called from the "world provider". When a chunk is loaded for the first time it is generated. This will be incorrect for negative values, due to how integers are rounded down Warning: Do not get chunk coordinates by dividing by 16. Alternatively you can use bit-shifting (by 4), for example chunkX = posX > 4/ If you're not familiar with the % (modulo operator) see this tutorial. Tip: To get chunk coordinates from world coordinates, you can use the modulo operator: chunkX = worldX%16. "Chunk coordinates" are used in various places in the code and refer to x, y, z within the chunk. This is the reason for Minecraft's recognizable way that the world in the distance is often missing parts until you get closer. This is important as it means that you may have to think carefully if you need certain data across all the dimensions.ĭue to the huge size of a world (a 256 by 256 area of the world has 17 million block positions!), the code manages data about the world in "chunks", saving them and loading them as needed. Key Point: In terms of modding, each dimension is run in a separate instance of the World class. Definitions: Dimension, World, Chunk, BiomeĮach of the "Overworld", the "Nether", and the "End" are called "dimensions".
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