tModLoader Infinite world - A proof of concept that prove nothing is impossible (W.I.P)

Infinite worlds!!!
 
This looks amazing! :D Do you plan on any biomes or structures like corruption/crimson for example generating past the boundary?
 
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But what if someone got into a Mappy Railgun and used portal gun to escape it?
Then said person would be going absurdly fast, lagging their computer to death, and possibly outracing the procedural generation!
 
But what if someone got into a Mappy Railgun and used portal gun to escape it?
Then said person would be going absurdly fast, lagging their computer to death, and possibly outracing the procedural generation!
Maybe it's like Starbound where you hit an invisible wall until the next part of the world generates?
(Trust me, I've hit that wall too many times because I go so fast...)
 
Rewrotte the chunk system with some help, not perfect but it's getting there again (all the 1.3 code is no longer valid)
Some change from 1.3 tough is that I made Y not infinite and it's not infinite toward the left side. In the meanwhile, here is a map of the planned ore gen and a screenshot of the current progress.
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This looks amazing! :D Do you plan on any biomes or structures like corruption/crimson for example generating past the boundary?
time for dryad achivement to be impossible
 
Well, this is not infinite world, but here is a side project which infinite world does use. In fact, I'd say this library which was built in infinite world is the whole reason why it is possible.
 
Well, this is not infinite world, but here is a side project which infinite world does use. In fact, I'd say this library which was built in infinite world is the whole reason why it is possible.
Quick update on this, pushed an update that allow the game to restart once the patching is done and linux/mac support :)
 
Well, this is not infinite world, but here is a side project which infinite world does use. In fact, I'd say this library which was built in infinite world is the whole reason why it is possible.
Another quick update, added the possibility to inject easily dependencies into the modloader configuration files. I added this feature because I may or may not be using a seperate librairy for inf world

Lastly, I made said library open source for the curious (this does not include the patch, only chunk system and world gen):
 
Actual inf world update, hell world gen getting some progress :D
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I am surprised to see that porting to 1.4 didn't :red: up the code that was initially made for 1.3.
First time I've seen it. (I am no coder though so I wouldn't know if it is easy)
 
I am surprised to see that porting to 1.4 didn't :red: up the code that was initially made for 1.3.
First time I've seen it. (I am no coder though so I wouldn't know if it is easy)
oh it did, badly, I was able to recycle some patch, but the whole concept on how it's done had to be redone
 
We could have oceans big enough to actually build in.
 
If you are still working on this, I'd love to hear about any news about it! I know that last time I heard anything, you were working on liquids, so anything would be nice.
 
This is super impressive! an idea I had for something similar would be a way to generate MASSIVE worlds, like millions of blocks wide/tall and just sort of brute force it like that. compensating with new worldgen settings so multiple instances of biomes could spawn and not just have really big singular biomes. I have no idea if any of that would be possible though.
 
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