[WIP] Caching

  • Post comments:0 Comments

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
Continue Reading[WIP] Caching

What’s next

  • Post comments:3 Comments

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:

Continue ReadingWhat’s next

Bedrock status #3

  • Post comments:2 Comments

Today is the day of the first successful Bedrock rendering. It seems that Bedrock saves much less chunks to disk than Java Edition as you explore. Perhaps it only saves chunks that have changed since generation from seed.

The Bedrock chunk loader needs some optimization because it is now 100x slower than the Java one.

Continue ReadingBedrock status #3

Bedrock status

  • Post comments:0 Comments

This is the very first render of a Minecraft Bedrock world that shows a successful data extraction from LevelDB files (without the need for a LevelDB library). The darker areas show where the chunks are. The next thing will be to decode the chunk data and feed it into the rendering engine. I am very excited about what it will look like.

The very first render of a Minecraft Bedrock world in uNmINeD
Continue ReadingBedrock status

Roadmap update

  • Post comments:6 Comments

What to expect in the upcoming releases:

  • Tile caching instead of re-rendering map tiles every time (highest priority)
  • Load/save map settings
  • GUI improvements (slicer toolbar, selection tool)
  • Markers (spawn, players, villages, etc.)
  • Block highlighter/finder
  • Overlays (biomes, caves, chunk properties, statistics, etc.)
  • Biome based coloring
  • Rendering blocks using in-game textures
  • Shadows
  • Support for Bedrock Edition saves
  • Source code release of Minecraft world handling libraries

Requests are welcome.

Continue ReadingRoadmap update

Bedrock

  • Post comments:4 Comments

I have purchased Minecraft for Windows 10 / Bedrock Edition too see what can I do 🙂 Huge mountains in beta 1.16.220.50 are awesome. Can’t wait to see them in uNmINeD.

Continue ReadingBedrock

[WIP] Selection and overlays

  • Post comments:5 Comments

I’m working on a selection tool to make image export easier and to support other upcoming features:

Developing a rectangle selection tool

The new rendering workflow makes possible to implement various overlays based on any chunk information like data version, status, last update, inhabited time, entities, or the amount of a given block type.

This is a heat map showing inhabited time (how long the players have been in the area):

Inhabited time heatmap on the nerd.nu PVE (rev25) world
Continue Reading[WIP] Selection and overlays

GUI on Linux and macOS

  • Post comments:0 Comments

I tried to port uNmINeD from the Windows-only WPF to Avalonia, a cross platform GUI framework for .NET.

The first quick attempt went relatively easy. There were some minor issues, and now it works on Windows, Linux, and presumably on macOS as well.

You can download it here.

Please let me know if it works on macOS!

uNmINeD GUI running on Ubuntu
Continue ReadingGUI on Linux and macOS