#WorldGen w/ y-Offset Chunks

79 messages · Page 1 of 1 (latest)

rose chasm
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I just stumbled upon this idea from a 15yo MC suggestions thread on reddit, and I think it would be cool to see a mod of this, could achieve the extreme terrain of some other big terrain mods whilst maintaining performance, even if only as a tech demo, this'd be cool.

near compass
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I'mma give it a go

near compass
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oh that's interesting

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that might be beyond my skill level tbh

toxic hill
rose chasm
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yeah, there are a number of technical challenges, and thinking about it, compatibility would be a nightmare

near compass
toxic hill
rose chasm
pallid condor
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no reason to do this instead of just increasing the height limit

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which is something you can do in vanilla

pallid condor
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marginally at best

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you'll need so much custom logic for inter-chunk behaviour

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like when a piston pushes a block over a chunk border, suddenly it also needs to move up/down some number of blocks

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and, like, pathfinding would be so cursed

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and a million other things

near compass
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"real" chunks that process the data normally and then "rendered" chunks that are offset

pallid condor
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wdym

toxic hill
near compass
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I know that I'm just using that as a simplified term

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It's rendering and position mainly i'd say

toxic hill
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like, if there's an offset of 20 blocks between chunk a and chunk b, when you cross between them, you need to not take 20 blocks of damage

near compass
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@mild basalt would you have the skill to do this?

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(you're literally the most talanted dev I know)

mild basalt
# near compass <@799700118374318080> would you have the skill to do this?

this sounds theoretically plausable but I don't think its worth implementing it because of the practicle challenges it might impose, imagine building an underground bunker and you're just walled off by a bunch of bedrock.

even moreso, if you build a redstone flying machine on top of a mountain, and it flies over an ocean, it would techincally be above the build limit, so what would it do?

near compass
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So going from one to another chunk at a certain y-level will stay at the same y-level in the backend for the new chunk but will VISUALLY move whatever the offset distance is

mild basalt
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I don't get the vision

near compass
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😭

mild basalt
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do your best

near compass
# mild basalt do your best

This mod idea explores a world-generation and rendering experiment where each chunk is spatially offset from its neighbors by a random amount — for example, up to ±10–15 blocks vertically and horizontally. The goal is to create a visually distorted landscape where chunks don’t line up perfectly, forming natural-looking mountains, valleys, and rifts without actually modifying terrain data.

Each chunk maintains its own local coordinate space, but entities, players, and rendering all still exist within a shared global coordinate system. This means physics, movement, and interactions like pistons or redstone carry through normally — a piston extending from one chunk into another at Y=50 will continue into Y=50 globally, even if that chunk visually appears offset (say, at Y=30). The effect is purely visual/spatial, not logical: world mechanics remain intact, but the rendering and entity positions are transformed per-chunk.

The result would be a surreal, warped world where players can traverse uneven, disjointed terrain — climbing, falling, or bridging between chunks that are visually displaced. The technical challenge lies in adjusting rendering matrices, entity transforms, and potentially pathfinding, without breaking block or entity interactions across chunk borders.

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I used chatgpt

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don't kill me please

mild basalt
near compass
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or lower

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or whatever the offset is

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same for pistons, redstone, etc

mild basalt
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oh god that's awful

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what would bridging look like

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or traveling between a barrier

toxic hill
near compass
near compass
toxic hill
faint rock
near compass
near compass
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Only pistons etc go thru with an offset

agile lake
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it would be so messed up with this

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easier than cubic chunks but still a mess

faint rock
near compass
agile lake
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a mod that turns java into bedrock

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but in a terrible way

near compass
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That sounds cursed

agile lake
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so 1.7 and below give you the bedrock style stripelands

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they have hardcoded models

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but 1.8+ compiles models first then renders them

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so in 1.8 and beyond you get complete models but bad placement

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like this

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in 1.14+ stripelands crash the game

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but a mod that fakes them would be fun

near compass
agile lake
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you're likely thinking of thistestuser or zero