Foreign T is a beautiful game sure the shaders help but there is no mistaking it’s iconic and nostalgic look The Minecraft world is where imagination knows no bounds where creativity takes shape and where its many secrets are waiting to be discovered it’s a world that has been traversed by hundreds of millions of people but is widely misconceived And so today we Embark in a journey to understand the captivating world of Minecraft To First understand the world itself we need to go from the outside in so let’s begin by observing the scale of it I’m going to represent the Minecraft world with this Cube Planet but this is not at all an accurate representation something more accurate would be a flat planet with the sun and moon orbiting the player but this looks a lot nicer Minecraft is based around blocks that are one cubic meter One chunk is a 16 by 16 segment of the world top to bottom the height limitations go from negative 64. to 319 on the y-axis this means the total amount of vertical space is 384 blocks or meters But the limitations on the x and z axes are quite a bit more interesting there is a world border 30 million blocks from the spawn point once you reach the Border you will hit a wall that you can see beyond but cannot cross before beta version 1.8 this border was Indicated by the far lands the farlands is a terrain generation bug that results in a large sponge-like wall of terrain it appears Beyond 12 million blocks from the origin of the world but in the end it’s simply another border stopping the player from going any further so let’s go further thank you Through the use of cheat engine in Minecraft beta version 1.7.3 you gain the ability to directly modify your player coordinates This means you are able to teleport well beyond these borders with little problem so let’s go out on the positive x-axis for as long as we can Out past the farlands the game is heavily distorted and glitchy the corruption of the game continuously builds up to around 2.15 billion blocks at this point blocks are no longer rendered however chunks still generate After 34 billion blocks chunks will start overflowing exceeding this limit causes chunks at negative 34 billion blocks to be generated instead of new ones in other words this is the end of the world’s generation but that doesn’t mean we can’t keep going in fact this distance is barely Scratching the surface of how far the player can go The true limit of Minecraft is 10 to the power of 308 or 100 San Antonio at this point Minecraft completely gives up and the coordinates display Infinity the game physically can’t go any further these limitations give us a pretty good understanding of how to find the size of The Minecraft world if it were a planet if restricted to the boundaries of the modern version of Minecraft where the border is 30 million blocks from the origin that would put the diameter of the planet at 60 000 kilometers or a bit bigger than that of Uranus at 50 724 kilometers But we can go bigger as seen we can go out to around 34 billion blocks until the Game Stops making new chunks if this limit of World Generation was the diameter that would be a massive 68 million kilometers this is the star Polaris with a diameter That is 50 times greater than the sun or around 70 million kilometers but there is one more limit the physical limit of the game the 100 San Antonio block limit this final limit would have an absolutely incomprehensible diameter of 20 centillion kilometers this size completely dwarfs the size of the observable universe With its microscopic 900 sextillion kilometer diameter this makes the planet around 20 Duo non-jitilian times larger than the universe unbelievable This is perlin noise it may not look like much but this is the basis of all things related to Minecraft’s terrain generation let me explain purlin noise developed by Ken perlin in 1983 is a smoothed or gradient version of fully random noise the exact noise field used for the Entire world’s generation is picked out by a seed or a long and seemingly random string of numbers set when the world is created a seed is either determined automatically or by manually entering characters on the world’s creation screen if letters are used they are converted into a 32-bit integer using Java’s hashcode function When the game automatically generates a seed there are over 18 quintillion possible seeds there are three different types of purlin noises that determine the height of the terrain in the world they are known as continentalness erosion and Peaks and valleys each position in the world has values That vary from negative 1 to 1 for the three noises represented in the noise with negative one being black and one being white For each of these values spline points are used to define the terrain height that correlates with each of the three values As a basis steep mountain ridges form where continentalness and Peaks and values are closer to one and erosion is closer to negative one foreign is closer to one the terrain is generally flat regardless of the other noises the exact configuration of noise to height values is kept behind closed Doors at Mojang as the developers spent a lot of time and Care fine-tuning each of the spline points to get the perfect mix of terrain types when it comes to the detailed shape of the world like the overhanging terrain in caves the previous three noises become obsolete as they are 2D noise at A top-down View nothing but blocks exist under the surface when solely using these noises and so another noise 3D noise is used The 2D noise uses the x and z coordinates to make a height map while the 3D noise uses all X Y and Z coordinates to make a density map it’s still purlin noise but this time with an added Dimension but the positive values are seen as solid blocks and the Negative values are seen as air which now adds more Nuance to the world’s generation when used in combination with the 2D noises The higher you go in the world the less density there is meaning more air the lower you go the more density there is meaning more blocks when the Y value is less than zero the density is at its maximum and so Minecraft makes caves by using that principle Where black is Stone and white is air that typically generates large Caverns called cheese caves now another cave variant is generated if the border between black and white is air and both black and white are Stone creating long spaghetti-like tunnel systems or spaghetti caves a healthy combination of cheese and Spaghetti caves is what makes the varied size and shape of these amazing cave systems possible Finally biomes a Minecraft world is divided into distinct biomes a biome is sort of like a blanket that drapes over the generated Terrain biomes also control their distinguishing features such as the types of structural blocks they’re made of the specific color of their grass foliage and water And the types of plant and tree species that grow in them the game uses two more purlin noises to determine what biome goes where temperature and humidity similar to the other 2D noises there are positional values from negative one to one which in combination with continentalness erosion and Peaks and valleys Determine what biomes go where using a set of tables the values are split in indexes to determine different stops for all the different biomes it’s quite hard to visualize without an example so here’s one let’s just focus on the Peaks index for Peaks and valleys for now if the Continentalness index is far inland and the erosion index is one a peak biome is used the specific peat biome depends on the temperature and humidity noise in this case the temperature and humidity were both zero meeting a jagged Peaks biome was generated for another example let’s say the Continentalness index is coast and the erosion index is three a middle biome is used the temperature is three and the humidity is four so a jungle was generated weirdness and depth are two more noises used for biome generation weirdness affects things like biome variations or other Oddities if the value is positive For example in our jungle if weirdness happen to be positive a bamboo jungle would be generated there depth focuses on the placement of cave biomes in conjunction with continentalness and humidity having a value of zero at the surface and increasing to one at bedrock some other factors are used to determine Neighboring biomes so they make sense as well as size and Rarity the Nether and ends also use the same principles of terrain and biome generation just heavily adjusted to fit their themes in biome collections foreign As we wrap up our look at Minecraft regarding its scale and generation one thing becomes clear the world of Minecraft is a treasure Trove of inexhaustible exploration from The Towering mountains to the hidden depths of sprawling caves every corner of this world is an invitation for the curious to discover the unknown And unravel its secrets [Applause] while this journey may be coming to an end the Journey of Minecraft itself is endless all I covered was the default state of Minecraft a fresh playground for exploration and a blank canvas waiting for your creativity with the only limit being your imagination The world of Minecraft isn’t about its Landscapes appearance or even what’s possible in the game it’s about whatever you the player want it to be Oh [Applause] Video Information
This video, titled ‘Understanding Minecraft’s World’, was uploaded by ThoseIsnt on 2023-09-07 22:41:12. It has garnered 138 views and 15 likes. The duration of the video is 00:16:40 or 1000 seconds.
The world of Minecraft is fascinating, and so in this video we take a deep dive into why that’s the case.
Discord: Maybe coming soon…
[Chapters] 00:00 Introduction 01:05 Chapter 1: The (almost) Limitless Scale 02:51 Pushing The Border Limits 04:40 Finding The True Size 06:50 Chapter 2: The Intricacies of World Generation 09:17 Generation Beneath The Surface 11:11 Biome Generation 13:58 Conclusion