Minecraft Would Look So Much Better With Physics Like This

Would a really sweet and totally accurate physics engine really add much to the addictive gameplay of world-carving indie hit Minecraft? Perhaps not, but this build and destroy demo - "Minecraft + Physics!" - according to its creator would certainly make it easier on the eyes.

Chris Delay of Introversion Software, makers of Uplink, Darwinia and DEFCON, is responsible for what he calls "just a prototype, just a Tuesday afternoon hobby project". That developer is currently hard at work on a game by the name of Subversion, but Delay teases "wouldn't it be awesome to play an FPS or a wargame with this kind of totally destructible environment?"

Yeah, that would be kind of awesome.

Delay explains how this project came about, what it all means and dives into the technical end of the pool at the Introversion forums if you'd like to learn more.

Minecraft + Physics = Awesome! [Introversion Forums]

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    thats awesome... reminds me of red faction and that physx fps game... warmonger i think it was

    NO!!! These physics would ruin minecraft.... imagine you using tnt and everything would go flying like 200 blocks away... these physics would make everything such a pain. COOL graphics, YES! concept for minecraft... HELLZ NO!!

    This is pretty cool, though I don't know if it really fits in with Minecraft.

    Did anyone else notice that blocks didn't seem to fall when they should though? Blocks that were hit and destroyed fell normally, but blocks above the holes that should have fallen, areas that no longer had supports, didn't fall or break at all, they just sort of floated.

    Seems like this doesn't really qualify as a complete physics engine. I was hoping for something more like Red Faction Guerilla where when you took the structural stability down enough the entire building would collapse under its own weight. Now that was a fun physics engine.

      “just a prototype, just a Tuesday afternoon hobby project”

      ...yes, not a full engine.

      More importantly, RFG Had a horrible concept of weight. You constantly had to go looking for that one pole that is holding the whole thing up.

    As amazing as minecraft is, Notch is going to have to choose or create a new game engine instead of using Java since it clearly has its limitations

    And while he may not want too, its either that or another developer will create a clone with all the features of a modern engine and minecraft will simply fade into the distance

      Depends on what distance you wish to render your world at!

    with the minecraft settings on max i was expecting a greater draw distance considering the crap graphics.

    i was sadly mistaken

      Terrain is generated, saved and loaded, and (kind of) rendered in chunks of 16*16*128 blocks. These chunks have an offset value that is a 32 bit integer roughly in the range negative two billion to positive two billion. If you go outside that range (about 25% of the distance from where you are now to the sun), loading and saving chunks will start overwriting old chunks. At a 16/th of that distance, things that use integers for block positions, such as using items and pathfinding, will start overflowing and acting weird.

      Those are the two “hard” limits.

      Most other things, like the terrain generation seeds and entity locations use 64 bit doubles for locations, and they do much subtler things. For example, at extreme distances, the player may move slower than near the center of the world, due to rounding errors (the position has a huge mantissa, the movement delta has a tiny, so it gets cut off faster). The terrain generator can also start generating weird structures, such as huge blocks of solid material, but I haven’t seen this lately nor examined exactly what behavior causes it to happen. One major problem at long distances is that the physics starts bugging out, so the player can randomly fall into ground blocks or get stuck while walking along a wall.

      Many of these problems can be solved by changing the math into a local model centered around the player so the numbers all have vaguely the same magnitude. For rendering, Minecraft already uses local coordinates within the block and offset the block position relative to the player to give the impression of the player moving. This is mostly due to OpengGL using 32 bit floats for positions, but also because the rounding errors are extremely visible when displayed on a screen.

      We’re probably not going to fix these bugs until it becomes common for players to experience them while playing legitimately. My gut feeling is that nobody ever has so far, and nobody will. Walking that far will take a very long time. Besides, the bugs add mystery and charisma to the Far Lands.

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