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=== Representation ===
 
=== Representation ===
 
You might know there is more behind a world than you can simple see, and the world isn't generated as a list of vertices, and faces. The world is generated from different height layers, stuctures like trees, and ore spawn properties. From that description you'll get a long graph in which you can see all blocks representated as beeing somewhere on the map. That's the idea of minecraft but to create a nicer feeling, a heigh rate of detail at low cost, you need to create a system that renders many things near you and only shaped far away. Because of that phychi.com's creator [[user:Antonio]] chose to use an exponential system: per each 2<sup>n</sup> chunks there is one group of representations adjusted to the distance to the camera/player.
 
You might know there is more behind a world than you can simple see, and the world isn't generated as a list of vertices, and faces. The world is generated from different height layers, stuctures like trees, and ore spawn properties. From that description you'll get a long graph in which you can see all blocks representated as beeing somewhere on the map. That's the idea of minecraft but to create a nicer feeling, a heigh rate of detail at low cost, you need to create a system that renders many things near you and only shaped far away. Because of that phychi.com's creator [[user:Antonio]] chose to use an exponential system: per each 2<sup>n</sup> chunks there is one group of representations adjusted to the distance to the camera/player.
[[File:800km.jpg|thumb|left|800km viewing distance (atmospheric effects disabled), as you can see not really useful]]
 
  
 
== Engine ==
 
== Engine ==

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