MINECRAFT GHIBLI WORLD
May 18, 2011 1:08 PM   Subscribe

 
But how did they do the flying island in "Castle Laputa in the Sky"?
posted by Chocolate Pickle at 1:18 PM on May 18, 2011


I guess they left out Nausicaa because it's not Ghibli???
posted by aubilenon at 1:19 PM on May 18, 2011


ridiculously great
posted by facetious at 1:34 PM on May 18, 2011


This post gives me the ghiblis.

a-ghiblighibli
posted by East Manitoba Regional Junior Kabaddi Champion '94 at 1:46 PM on May 18, 2011 [10 favorites]


Echoing the first YouTube comment: You, sir, win the internet.

I mean, lets say you have no interest in Miyazaki or Minecraft. You still can't help but recognize that this is an apotheosis of nerdom. The last time something like this happened was with the original Spacewar game for mainframes in the 1970s: Star Trek + Mainframes = Miyazaki + Minecraft. This is a direct spiritual successor.
posted by blahblahblah at 1:55 PM on May 18, 2011 [3 favorites]


Yes, I would say the internet has been won. This made me ridiculously happy - two great obsessions that taste great together!
posted by mygothlaundry at 2:01 PM on May 18, 2011


I would be so disappointed that the landscape never changes outside Howl's castle.
posted by shakespeherian at 2:02 PM on May 18, 2011


I would be so disappointed that the landscape never changes outside Howl's castle.

There should be a mod where you can put structures on top of minecarts...
posted by East Manitoba Regional Junior Kabaddi Champion '94 at 2:04 PM on May 18, 2011 [1 favorite]


I ...made a horsey.

Neeeieigh.
posted by The Whelk at 2:11 PM on May 18, 2011 [1 favorite]


o
posted by eyeballkid at 2:30 PM on May 18, 2011


There should be a mod where you can put structures on top of minecarts...

I'm speculating pretty heavily here based on various Minecraft forum threads and my own amateur work with coarse voxel rendering using OpenGL (which Minecraft uses), but it doesn't really work that way. The terrain in Minecraft consists of 16x16x128-block "chunks" of voxels which are pared down to a few (or just one?) static vertex buffers ("VBs" from here on out) and sent over to the graphics card's memory to be batched directly to the GPU.

The nice thing about this approach is that you generate your VBs' vert/uv lists once, with the hidden surfaces removed, and each frame after a coarse camera frustum cull you just tell the GPU to redraw the relevant VBs already in its memory.

It's only when the camera moves or chunks are changed (examples: digging a block, creating a block, sand or gravel falling, water/lava flowing) that the visible surfaces list needs to be recalculated and the VBs reconstructed. Point is: anything static in Minecraft can be rendered *EXTREMELY* cheaply. Moving objects, not so much.

Given the helpfully cubic nature of Minecraft's terrain, you can probably get away with recalculating its VBs only when the camera moves to a different voxel - the world by definition consists entirely of uniform convex hulls. Terrain voxels shifting outside the established XYZ grid would take a giant shit on any optimization along these lines.

If the problem absolutely had to be solved, you'd probably start by making everything on the minecart into a single static VB, translating to the minecart's position (or whatever the root of the moving chunk is) and then performing your draw call from there. On the world sim side collision detection could get hairy, but given a world consisting entirely of uniform hulls there's a lot of very-low-hanging optimization fruit.
posted by Ryvar at 2:42 PM on May 18, 2011 [1 favorite]


that some pretty obsessive -- and awesome - fandom.
posted by jb at 2:46 PM on May 18, 2011


What's really impressive is the fully functioning rail system. I haven't done much digging about what people have been doing with powered track (too busy replacing all my old cart to cart track boosters since notch tweeted that he checked in a fix for that "bug"). I was blown away at all of the cart switching that's going on as you travel below the level. It's pretty easy to start at the main station and follow the signs to switch yourself to your destination.

Mind == blown.
posted by eyeballkid at 2:57 PM on May 18, 2011


I can't remember if this has been linked her before or not, but check out Girlcraft, a Minecraft mod designed to get more young girls interested in the game. (I think? Or maybe it was just designed because someone really liked pink stuff and fairies.)

I'm not posting this like "Oh yeah? Check THIS out!" because obviously the Ghibli world is breathtaking and incredible. I'm posting it because these two subjects would seem to have a bit of user interest overlap...
posted by Ian A.T. at 3:06 PM on May 18, 2011


if you go to Laputa, press the button for 'Liberation'...
posted by ennui.bz at 3:08 PM on May 18, 2011


Ryvar - IIRC, it was only in the last few weeks that minecraft gained a hidden surface culling optimisation (though a mod existed for it for a few months previously). Prior to that, I think it was rendering everything. I don't know if this was addressing faces that exist but are blocked by line of sight, or faces that do not exist because they do not touch an "air" bock. I assume the former.

I've also read of plans for a piston block, which can move some adjacent blocks (within limits), but I'd love to be able to make drifting structures. I think there is a fair chance that we might have to wait until the successors of minecraft :-/

Unless minecraft doesn' stop with the Final Release Candidate, but turns into an ever-ongoing institution... :)
posted by -harlequin- at 3:12 PM on May 18, 2011


harlequin: sorry, I should've been more specific. The hidden surfaces I was referring to are the ones not touching a transparent block. Within reason, overdraw's (hidden surfaces due to line of sight issues) almost a non-factor these days for most games - it's the limits on GPU memory that'll kill you.

I'm very curious about how general-use the piston block is going to be.
posted by Ryvar at 3:24 PM on May 18, 2011


From what I recall, it would push a block next to it, one space over - provided the space over was air. If not, then it would push both blocks each one space over, provided the third block was air. There was a numerical limit that I don't remember to the number of blocks it could move (8 blocks?) beyond which the piston would not operate. I think I read about it in notch's blog, but I might have read it in the wiki, so I'm not sure how likely it is to happen.

I suppose the holy grail at this point is a reciprocating mechanism that can repeatedly open AND close a tunnel or water channel. It seems like the piston concept would make this possible. While it depends on the details of implementation, it seems like reciprocation would be the purpose, so the piston design would be designed with this task in mind.
posted by -harlequin- at 3:57 PM on May 18, 2011


youtube demo of the piston mod.
Notch mentioning that the mod may get implemented in minecraft.

Damnit, Every time I think I can put down this game, something like this comes along...
posted by -harlequin- at 4:09 PM on May 18, 2011 [2 favorites]


This makes my attempts at recreating the Walled City of Kowloon in Minecraft look quite pathetic. This is amazing.

Ahh.. the feeling has passed. Back to the mines....
posted by Skrubly at 4:09 PM on May 18, 2011


I suppose the holy grail at this point is a reciprocating mechanism that can repeatedly open AND close a tunnel or water channel.

Nah. The Holy Grail of Minecraft is a fully-functional 10-story-tall AT-AT Walker. That's when the game is done, not before.
posted by Ryvar at 4:18 PM on May 18, 2011 [2 favorites]


One of my very favorite places in Second Life was the Castle in the Sky build. It isn't there anymore, but it was lovely while it lasted.
posted by byanyothername at 7:27 PM on May 18, 2011


This post is awesome, and the piston mod makes my heart skip.
posted by drezdn at 3:01 PM on May 19, 2011


No, the holy grail is when we have computers that can handle voxel engines with worlds as large as Minecraft but where the basic building block is a subjective cubic millimeter instead of a subjective cubic meter. Plus realistic physics that takes into account the mass, density, and other physical properties of each block.
posted by straight at 6:53 PM on May 20, 2011


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