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Yeah, I don't mean a literal mod of minecraft. I just mean that it's a great illustration of what'd be entailed.

If you start from scratch, you still need something like voxels, ie keeping track of many points in 3d space representing different kinds of materials, which is what minecraft has now.

But then, graphical or behavioral perspective, Minecraft gives you an idea of what problems you'll run up against.

Graphically ... holy cow. I don't know of anyone that's doing that, ie taking voxel data and making it look amazing. I did see a demo that looked a bit less blocky than minecraft, it wasn't cube-based, but rather used the 3d hexagonal mesh I think. It looked less blocky of course, but it worked with only grass and stone material.

Behaviorally .. also, holy cow. I'm not sure if there's anyone doing that in a 3d game engine. Ie, voxel or volume world data representing materials, in a way similar to minecraft, but if you undercut a bank of dirt, it collapses ... to do that, you need to be constantly simulating the entire world with CA rules meant to emulate various physical properties of earth, water etc (not just the currently loaded world chunks, and not just a few kinds of very limited material types, like Minecraft's water and lava) probably at least several ticks per second.

I suppose there might be ways to cheat or to legitimately exclude 'all-quiet' areas from needing to be updated, in some cases -- like the dirt example, I can see approaches that would propagate simulation outwards from an area centered on user-generated changes at the maximum speed that the evolution rules transmit information, and that might be able to leave large portions of the world relatively static ... although that wouldn't work so well for things like fluid simulation ... but the point is that, holy cow, we're a long way off!



https://www.youtube.com/watch?v=Gshc8GMTa1Y

Voxel technology is improving, and certainly exists at realistic levels. The question is... what game _cares_ about such details?


Check out The Powder Toy. It's everything you discuss, but in 2d only. And it really churns CPU for such a simple-looking game!




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