Arrow Keys to move F to break blocks V to place blocks
This Minecraft game dynamically generates new terrain as you move, and doesn't generate a fixed world grid. Instead of storing individual block data, I store the terrain height, dirt height and biome. Any modified tiles / terrain elements like trees or ores are added on afterwards. Trees, broken tiles etc are stored in separate lists and called upon via a hashing system. Scratch's list item limit will prevent the world from generating anything else after the world becomes about 200,000 blocks wide. Trees, ores, flowers etc will stop generating way before this, however, because each of those are stored as individual tiles. I'm pretty sure the point where generation stops is about when you've explored 40,000 tiles. There's also a seperate limit which prevents you from placing or breaking more than 200,000 individual blocks. I haven't managed to find the point at which this begins to break down yet. Lag causes the game to become near unplayable way before you reach the terrain generation. It'll be tricky to pull off a light map like in 2D Minecraft Beta in this engine. Test 2: I've swapped the 'get item # of #' block out for my own binary search algorithm, and attempted to reduce terrain processing to a minimum Test 3: Sped up the Binary Search Algorithm Added Flowers Added Desert Biome Bugs • Trees generate in the desert occassionally on the negative X axis • 1 block biomes can exist