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Thanks a lot for the data, this makes sense now! I didn't know the chunk stuff! =)
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04-07-2014, 06:10 PM
(This post was last modified: 04-07-2014, 06:15 PM by LogicParrot.)
I like to reduce it to 4 chunks, this turns it into:
5 * 5 * 16 * 256 * 16 * 2.5 = 4,096,000 = 4MB for each player ^_^
Doesn't anyone feel that Minecraft servers are "dumb" in this regard? If I have a block if 50x50x50 which is made of the same block type, it definitely shouldn't be represented by 50*50*50*2.5 bytes, it can be represented by:
start x, start y, start z, end x, end y, end z, block type, which is just a couple of bytes.
Why isn't there any form "compression"?
I understand compression is a tradeoff between CPU Cycles and memory, but if the balance is correct it can be quite nice.
What's the reason nobody does this (Including the official server) Is it just technically hard to implement?
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They're called octrees, and the performance impact isn't great. There was quite a good article about it a while back, but I can't remember where it was. ATM, we're working on sparsing - just removing 16x16x16 areas composed of air only. The progress for that is coming along well, the RAM usage is already cut in half.
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04-07-2014, 08:24 PM
(This post was last modified: 04-07-2014, 08:24 PM by bearbin.)
It could be done, I think. But most underground areas aren't entirely stone - there's lots of ores, air and other impurities in the ground so the results wouldn't be that good (maybe a 3% ram reduction for 25% less speed).
Actually, water might be a good candidate. Wouldn't have the biggest impact, but oceans are quite big.
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Had just posted that before you replied. It might be a good candidate to compress, if the sparsing algorithm is easy to extend like that.