Rising World

Rising World

Ranger Bob Jun 5, 2021 @ 9:44am
Map size?
How big is the map? Is it like minecraft, way bigger than it needs to be or more like the Forest, too small? or somewhere in between... I like to explore.
Haven't bought this game yet but likely soon.
< >
Showing 1-6 of 6 comments
Kind of sort of infinite, but as I umderstand it, the farther away one gets from their initial spawn point the more it lags. That was true for the java version. As for the new Unity version, I am unsure.
Last edited by Princess Goddammit; Jun 5, 2021 @ 10:53am
red51  [developer] Jun 5, 2021 @ 11:44am 
As @PB mentioned, basically the world is infinite, so it continues to generate new map parts, but you'll run into floating point precision issue the further you travel away from the world origin. You'll start noticing texture flickering (so called "z-fighting"), shaking items and hands, wonky physics etc, and it becomes worse the further you travel.

In the Java version, the "well playable area" (i.e. the area where you encounter little to no such issues) was between coordinates -15,000 and +15,000 (i.e. a playable area of ~ 30k x 30k blocks).

The situation is a lot better in the new version, but until a truly infinite world is implemented (which is planned in the long run, but it has a low priority atm), you'll also run into precision issues sooner or later.

Nevertheless, the world is still pretty big and provides plenty of space ^^
Ranger Bob Jun 5, 2021 @ 2:57pm 
Thank you both for the responses. Sounds plenty big enough :)
Last edited by Ranger Bob; Jun 5, 2021 @ 2:57pm
Originally posted by red51:
As @PB mentioned, basically the world is infinite, so it continues to generate new map parts, but you'll run into floating point precision issue the further you travel away from the world origin. You'll start noticing texture flickering (so called "z-fighting"), shaking items and hands, wonky physics etc, and it becomes worse the further you travel.

In the Java version, the "well playable area" (i.e. the area where you encounter little to no such issues) was between coordinates -15,000 and +15,000 (i.e. a playable area of ~ 30k x 30k blocks).

The situation is a lot better in the new version, but until a truly infinite world is implemented (which is planned in the long run, but it has a low priority atm), you'll also run into precision issues sooner or later.

Nevertheless, the world is still pretty big and provides plenty of space ^^
how far will we be able to out before we run into... "The Farlands"?
Minecraft i think you had to go about 1 million blocks or chunks in 1 direction from coordinate zero for farlands to start generating.
Would you consider having something like the farlands as an intended biome?
red51  [developer] Jun 10, 2021 @ 1:44pm 
Originally posted by TJ the HedgeScout:
how far will we be able to out before we run into... "The Farlands"?
Well, there is no fixed border, instead the precision issues become worse the further you travel away from the world origin. The rendering is greatly improved in the new version though, so there will be a lot less flickering / z-fighting compared to the Java version, but you will still experience shaking items/hands and wonky physics at some point (although less wonky compared to the Java version^^).

In the new version, everything between -30k and +30k is certainly acceptable (so a playable area of 60k x 60k blocks). At this point you will notice shaking hands/items, but little to no rendering issues. If you don't care that much about shaking items, you can still travel further.

Originally posted by TJ the HedgeScout:
Would you consider having something like the farlands as an intended biome?
It would make sense if we don't implement a truly infinite world. But unfortunately I can't say much about that yet at this stage ^^
TJ the HedgeScout Jun 11, 2021 @ 6:53am 
I might just stay within the 30k range unless i see something i need to grab that's outside that
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Jun 5, 2021 @ 9:44am
Posts: 6