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So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render ...
#7: Post edited
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
- if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
- //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- //Creates new Chunk at location (i, j, 0) xyz coords
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- //Returns chunks to be added to world by chunk manager
- return chunks;
- }
- ```
`bounds` is the chunk width and height (Same number, 16x16 in this case). All chunks are at the same Z coordinate. However as chunks are created and loaded around a player, they eventually cross the x and y axis. I am trying to think of a solution that accounts for the eventual transition from a negative coordinate to a positive and from positive to negative.- A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
- How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
- if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
- //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- //Creates new Chunk at location (i, j, 0) xyz coords
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- //Returns chunks to be added to world by chunk manager
- return chunks;
- }
- ```
- `bounds` is the chunk width and height (Same number, 16x16 in this case). All chunks are at the same Z coordinate (vertical). However as chunks are created and loaded around a player, they eventually cross the x and y axis. I am trying to think of a solution that accounts for the eventual transition from a negative coordinate to a positive and from positive to negative.
- A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
- How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#6: Post edited
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
- if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
- //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- //Creates new Chunk at location (i, j, 0) xyz coords
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- //Returns chunks to be added to world by chunk manager
- return chunks;
- }
- ```
Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
- How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
- if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
- //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- //Creates new Chunk at location (i, j, 0) xyz coords
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- //Returns chunks to be added to world by chunk manager
- return chunks;
- }
- ```
- `bounds` is the chunk width and height (Same number, 16x16 in this case). All chunks are at the same Z coordinate. However as chunks are created and loaded around a player, they eventually cross the x and y axis. I am trying to think of a solution that accounts for the eventual transition from a negative coordinate to a positive and from positive to negative.
- A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
- How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#5: Post edited
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- //Creates new Chunk at location (i, j, 0) xyz coords
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- }
- ```
- Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
- How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
- if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
- //Gets pre existing chunk from chunk manager and adds it to chunks to be rendered
- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- //Creates new Chunk at location (i, j, 0) xyz coords
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- //Returns chunks to be added to world by chunk manager
- return chunks;
- }
- ```
- Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
- How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#4: Post edited
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
- if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- }
- ```
- Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
- How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
- if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- //Creates new Chunk at location (i, j, 0) xyz coords
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- }
- ```
- Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
- How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#3: Post edited
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
- if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- }
- ```
- Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
How would I go about implementing something that accounts for axis?
- So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting.
- At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this:
- ```
- public ArrayList<Chunk> getChunksToRender() {
- //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered
- //playerChunk is the chunk that the player is currently in.
- //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0
- Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds),
- playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ());
- chunks = new ArrayList<>();
- for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) {
- for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) {
- if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) {
- chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0)));
- }
- else {
- chunks.add(new Chunk().initialize(i, j, 0));
- }
- }
- }
- }
- ```
- Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it:
- ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp)
- But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered.
- How would I go about implementing something that accounts for axis? I'm not necessarily looking for code, but I am just not sure how to go about doing this. Any help would be appreciated!
#2: Post edited
Chunk loading around player in a 3 dimensional cartesian coordinate space
- How would I go about chunk loading around player in a 3 dimensional cartesian coordinate space
#1: Initial revision
Chunk loading around player in a 3 dimensional cartesian coordinate space
So I am in the process of creating a voxel sandbox survival game (minecraft clone) in javaFX. I am at a point where I need to come up with a way to load the chunks in my surrounding given a render distance setting. At first I thought this was a simple as iterating through the chunk coordinates in the players vicinity and adding them to the world if they did not already exist (done by initializing new chunk) or adding a pre-existing chunk if they did (done by `manager`) such as this: ``` public ArrayList<Chunk> getChunksToRender() { //Defines the starting chunk to begin iteration. This chunk is in the corner of the area that should be rendered //playerChunk is the chunk that the player is currently in. //Chunks are at locations divisible by 16, e.x 0,0,0 |16,16,0 | 16,32,0 Point3D start = new Point3D(playerChunk.getLocation().getX() + (renderDistance * bounds), playerChunk.getLocation().getY() + (renderDistance * bounds), playerChunk.getLocation().getZ()); chunks = new ArrayList<>(); for (int i = (int) start.getX(); i < start.getX() + (renderDistance * bounds); i+= bounds) { for (int j = (int) start.getY(); j < start.getY() + (renderDistance * bounds); j+= bounds) { if (manager.containsChunkWithLocation(new Point3D(i, j, 0))) { chunks.add(manager.getChunkWithLocation(new Point3D(i, j, 0))); } else { chunks.add(new Chunk().initialize(i, j, 0)); } } } } ``` Where `bounds` is the chunk width and height (Same number, 16x16 in this case). A visual example of what I was going for below. The green arrow represents the order in which the chunks would load, iterating through each one in the players vicinity and loading it: ![Chunk loading concept](https://software.codidact.com/uploads/CBdTVyCQpeoRApWS9FveyzAp) But I quickly remembered that this 3D space is cartesian and this method quickly falls apart when an axis is encountered. How would I go about implementing something that accounts for axis?