The planned release schedule, and the "community consultation" "Sure"(jahsome+saddleMessage+spleefMessage)Ĥ. "Want to play a round of spleef?"(JohnCrafter+saddleMessage) It took several more snapshot releases before they started to actually implement a chain of context with signing, where one could prove what you replied to, or that a report had be adulterated.Īgain, psuedocode for how it's signed now after the "outrage": "The gays sure have ruined America, they must be purged."(BurnerAccount) So with a burner account, one could change it to: Nothing, absolutely nothing in those initial few snapshots, ties your "Sure" to the context of a spleef match, or any proceeding chat. "Want to play a round of spleef?"(JohnCrafter) Your message is signed by you (sig psuedocode in brackets): The reason it didn't was that since this community has a pretty tech-savvy sub-community of modders, we pulled apart that section of the code to examine it.Īnd what we found was horrifying from a security standpoint. and the mindless recitation that it would lead to widespread abuse and false-positive bans. This was something the community was able to change through pressure and the "outrage" you belittle. The initial wording of the rules that could result in a permanent ban, were incredibly loose & vague, allowing for bans for things such as swearing or alcohol/drugs, regardless of player age / legal status in their countries. You can choose to not enforce it for clients connecting to your server, but if they are a vanilla client they will sign chat regardless.Ģ. Chat moderation is *required*, unless you modify the vanilla game. Let's actually give some context to the chat moderation issue rather than just your hearsay on the matter that dismisses without any consideration one side of it in favour of Mojang.ġ. "Minecraft Education" is a product based on the Bedrock code base which is available on Linux (well, ChromeOS) and macOS. To add insult to injury, there's nothing technically preventing the game now known as "Minecraft" from working on Linux and macOS. You're off in your own separate world, playing the incompatible game known as "Minecraft: Java Edition". Because as a Linux or Mac user, you don't get to play the version branded as simply "Minecraft". If you're a Linux or Mac user, and you want to play Minecraft with a friend who uses Windows, you're probably going to find that their game is incompatible with yours. They also started railroading buyers towards this game formally known as "Minecraft: Windows 10 Edition".Īs a result, the definitive version of Minecraft, the version someone gets if you just tell them to "buy Minecraft", does not work on Linux or macOS. Later, they renamed the Java client from "Minecraft" to "Minecraft: Java Edition", and renamed "Minecraft: Windows 10 Edition" to "Minecraft". This version is incompatible with Linux and macOS, and can't play multiplayer with the Java client. They also made a C++ reimplementation of Minecraft – codenamed "Bedrock" – which they used for the console and phone editions of Minecraft.Įventually, they released a "Windows 10 Edition", based on the Bedrock code base. People on all platforms could play the same game with each other. It was written in Java, and was the same on Windows, macOS and Linux (and any other platform with a Java runtime). There used to be a game called Minecraft. As you walk around, the game is inventing the world 65k blocks at a time!) (And remember, in minecraft, chunk generation occurs live too. So whatever we do to turn voxels into polygons, we're going to likely be doing it across an enormous amount of data (relative to a home computer). In minecraft, a chunk is up to 16x255x16 or 65,536 voxels, and with a view distance of 10, that's 21x21 or 441 chunks loaded, with up to 28,901,376 voxels in memory. I think the reality is that in Minecraft for example, every voxel is in memory, including the 99% of them you can't see. Blocks turn out to be fast/cheap to render and are highly usable in gaming mechanics. But at the end of the day it comes down to triangles or rays, right? So that voxel data has to be turned into polygons sooner or later, and the more magic you do to it, the less coherent these polygons are as a gaming mechanic. There are voxel rendering techniques as well. Minecraft stores data as voxels but renders as polygons (blocks). Smooth of voxel terrain isn't new, ultimately it doesn't play well so it isn't included in most voxel games.
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