WesterosCraft

Have you guys seen this? Amazing build in MC of the entire continent of Westeros from the series “A Song of Ice and Fire” (Game of Thrones)! Watching the tour videos, it looks like a build like this would be absolutely amazing using the Boundless engine.

3 Likes

Maybe if we ever get some form of “creative mode” we could make builds like this. Because this is really neat!

2 Likes

We have infinite mode - nearly the same, but without the flying … oh and only able to carry a limited number of blocks… but yeah, would be up for something like this!

We would need the ability to create custom block textures and have access to a server to build on. Not sure of the size of the MC map used to model Westeros, but I’m guessing it’s larger than is currently possible using the Boundless engine?

Engine supports unlimited worlds in size. (Up to the technical limitations of floats, etc - as per most proc-gen games.)

2 Likes

I misspoke. I realize the engine is capable but I guess I was thinking about the way the Generator currently handles worlds (fixed size with edge wrapping)? Or maybe just a fixed map size?

I’m sure this is mentioned elsewhere but I’m guessing that when custom server rentals are available, it would be possible to configure the Generator to read in a map that is several hundred kilometers on a side?

Could just convert the minecraft world into a boundless world, of course it’d not have any slopes and a lot of things would be missing in the remap that couldn’t be remapped properly etc and it’d not wrap properly etc etc. but we’ve done it in the distant past for testing

Well, I mean you could do it with the image noise node for a heightmap but you’d still need to split the world up into biomes appropriately if you really wanted to manually craft a world to that level without it being pseudo-random at all.

Though a texture several hundred kilometers across… I don’t think we have computers on Earth with enough memory to handle a texture ‘that’ big (1px = 1m, so that’d be let’s say a 7000000^2 texture which would be 137 thousand GB uncompressed data :D)

Realistically in terms of technology I’d say we currently can support worlds up to around 32K chunks across without having to go through a reasonably large part of the engine changing to larger data types everywhere, which would be a world 524Km on each side. We choose to use smaller data types in various places that may artificially limit how large a world can practically be for better performance.

I don’t want to think how long it’d take to generate a world that big though, unless you had the game running the generator on demand (assuming nothing changes that might prevent that being possible in the future, certainly with wrapping worlds there’s a lot of reasons why we might want to change the world gen at some point to ‘not’ be possible on-demand as it’d open the door to all sorts of more complex generation that just isn’t achievable with on-demand gen, but I don’t know if that’d be anytime soon if ever realistically).

I’ve personally never seen the point in pseudo-infinite worlds. I’d much, much rather have lots of smaller worlds (with wrapping ^^), I mean that’s always been one of the big features of Boundless, that it’s a whole network of connected worlds so that practically speaking the universe is ‘truly’ infinite since there’s no reason for the number of worlds itself to be limited the way that a single world is limited (even in Minecraft).

4 Likes

I figure a map of the land mass of Westeros would need to be roughly the size of South America and the edges would not repeat (wrap). The run time could chunk and display several chunks around the user at a single time. :smile:

That is: 6,500 km wide x 4,800 km long. :smiley: How could we do THAT?