It is so very frustrating to be pigeon holed into making all builds at maximum 14x14x14 if you want to not freeze in the winter. I'm not saying rooms should allowed to be larger I'm saying it should be allowed to have different shapes with the same volume. Example so the base room size gives you 2744 blocks worth of volume to work with. If for example you make a 7x19x9 building that would only use 1197 blocks of the space volume and therefore should count as a room. If this is at all possible to do with in the engine i would love to see it.
#Rooms should be calculated by Volumetrics instead of HxLxW
28 messages · Page 1 of 1 (latest)
i think there would still have to be some set limit, otherwise one could make a 2744x1x1 room. that... might be a little difficult for the game to check for.
maybe a maximum of 30 blocks in any direction, along with a volume limit?
so you could have a 30x3x30 room (2700 block volume)
i think the current method does have its strengths, though. you always have a clear limit without having to make any volume calculations
the main reason it works the way it does, and in similar 'block building' games, is performance, even 10x10x10 can be quite costly to calculate
simple they just fix their lighting algorithm to be fast like minecraft then they have room for it. it floods a 30x30x30 area for every light in a 3x3 chunk radius when you place a block already.
it's not lighting that's the problem
it's literally crawling the entire possible space of blocks to find the boundaries xD
u could just have a maximum volume though
yeah, we do, 2744 blocks
you still have to work out the volume of the room though, which is the hard bit, especially if the room isn't square
for performance? is it really that costly?
like maybe the initial calculation but you'd only have to update that every time its edited right?
like why not tag the blocks as room blocks or something so it only updates if they're chiselled or broken
when it has to be done in less than 16ms yeah, it is quite expensive
ok but the second half?
they almost certainly already cache rooms and any changes force a full recalculation
wait. arent room sizes already somewhat lenient anyway?
like especially for cellars i remember u can go a bit wide in one direction if you cut back in another
cellars are a bit more flexible, but a normal room can be no bigger than 14^3
Total volume of a cellar can't exceed 7^3, but yeah, one direction can also be up to 9 blocks.
maybe something similar could be nice for rectangular rooms l?
possibly
although i do appreciate that the room calculation must be way higher than cellars
3d space n shit
then again, rooms are already dynamic: a room cannot be larger than 14 cubes in any direction, not that it must be 14 blocks in every direction
Overzealous A* algorithm with multithreading, although I'm making a bold assumption that the worldspace is indexed
I replied to you but I figured a major error in my comment, excuse the ping.
it apparently really is really costly, i was looking into the configurable room size mod because i wanted to make a loft in my cabin house and the mod was saying that increasing the max room size reduces performance exponentially by a huge amount (well the calculations performance, it probably wont be too bad still if your pc is good enough)
yeah, it's very much an o^n problem, there aren't really fast ways to do this