[WIP] Caching

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The tile image caching is almost done. It’s a game changer.

The maximum zoom-out level will also be increased from 1:8 to at least 1:32768. At this zoom level a whole 60 million blocks wide world fits on the screen, making navigation easier.

Zooming out to 1:2048, black pixels are regions
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uNmINeD 0.15.7

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New uNmINeD development snapshot is available for download!

Changes:

  • Added support for BE Nether and End dimensions
  • Speed optimizations (+20..50%)
  • Fixed support for huge JE worlds (tested on a 290 GB world with more than 360 000 regions)
  • (GUI) Fixed randomly missing tiles after scrolling and zooming
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uNmINeD 0.15.6

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New uNmINeD development snapshot is available for download!

Changes:

  • Fixed extremely slow chunk loading for JE 1.18 snapshot worlds
  • Allocation and speed optimizations

uNmINeD GUI now can reach above 20.000 chunks/sec (~20 regions/sec) speed on a 12 core machine with an NVME SSD.

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uNmINeD 0.15.5 – Water

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New uNmINeD development snapshot is available for download!

Changes:

  • (GUI) Added water settings
  • Fixed some chunk section loader bugs
  • Fixed some slicer bugs

Screenshots:

Revealed water depth is set to 15 blocks to hide underwater structures:

Revealed water depth is set to 64 blocks to make underwater structures visible:

Added some blending to make water translucent:

Added some shading:

Shading without blending:

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What’s next

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Now I’m working on a tile cache so uNmINeD doesn’t always have to redraw tiles when scrolling and zooming. I’m also testing adjustable water translucency, it looks pretty good:

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uNmINeD 0.15.4

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New uNmINeD development snapshot is available for download!

Changes:

  • (GUI) Added checkboxes to block filter panel
  • (GUI) Added image format setting to web export
  • Fixed night mode glitches
  • Fixed dimension ID parser
  • Optimizations: less memory usage, more speed

Screenshot:

A Minecraft world without snow and flora in uNmINeD
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