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World Border

Discussion in 'Development' started by Muqsit, Jan 24, 2017.

  1. Muqsit

    Muqsit Chicken

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    I want to limit my worlds. But unlike a world border plugin that I'd rather not name, I don't want to calculate each and every player's live

    Is there a minecraft-ish way of doing this? Old worlds used invisible bedrock to limit the worlds and wouldn't load chunks that exceeded the limit.

    Is there a way of achieving this? I am currently checking players movement every second via a global repeating task. It does put strain on the server.
     
  2. Thunder33345

    Thunder33345 Moderator Staff Member

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    i am also interested in this like i remember LBSG have some sort of hard border?
    not very sure doe it may just be invis bedrock+empty chunks to make it look like they figured it out,

    as i was working on a world border plugin, that sends fake blocks on the border to act as a movable non permanent border,
    but the problem of this is; it is not secure like some player could probably get away by glitching out of it so... back to using a repeating task to check for player position
    no result on a better and more efficient way of doing it
     
  3. Muqsit

    Muqsit Chicken

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    I'll just go through a bunch of bukkit plugins to find my answer then.
    Yeah, lbsg uses empty chunks with void generator I reckon.
     
  4. robske_110 (Tim)

    robske_110 (Tim) Wither Skeleton Poggit Reviewer

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    Why do you think bukkit plugins will help?
     
  5. Thunder33345

    Thunder33345 Moderator Staff Member

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    more efficient methods?
     
    Muqsit likes this.
  6. Redux

    Redux Spider Jockey

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    reduxredstone
    Bukkit/Spigot plugins are not only written in a totally different language than PMMP but, as far as I know, have completely different APIs and implementations of things. So it wouldn't really be that useful.
     
  7. HimbeersaftLP

    HimbeersaftLP Fish

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    [​IMG]
     
  8. Redux

    Redux Spider Jockey

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    Citation for what? The part where they are written in two different languages is a known fact. Bukkit and Spigot are both written in Java, PMMP is written in php. That's something you can verify just by visiting any repo for a Spigot plugin. As for the implementation differences I didn't state that as fact. I said "as far as I know", meaning it was an assumption and it based on the differences between the two languages. I can even provide an example of at least one implementation difference between the two: particles. Spigot/Bukkit have particles implemented in a way where you can color all particles that support color. PMMP does not have this, either because PMMP itself did not implement it or MCPE does not support it. There are clear differences beteeen the two versions and what you can and cannot do with each.
     
    Muqsit likes this.
  9. Sandertv

    Sandertv Zombie Pigman Poggit Reviewer

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    Bukkit and PocketMine are very similar, even though they are written in different languages. @shoghicp has been aiming to make the PocketMine API look very similar to Bukkit's, not without a reason. Even without really ever coding Java, I have too found a lot of answers on Bukkit forums, which I could not possibly find on PocketMine forums, or with PocketMine API. Bukkit is a great source to get answers, but it's the kind of answers on how to do it, and not if you can do it.
     
    Legoboy0215, HimbeersaftLP and Muqsit like this.
  10. Redux

    Redux Spider Jockey

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    I stand corrected then. Disregard my assumptions.
     
    Legoboy0215 likes this.
  11. robske_110 (Tim)

    robske_110 (Tim) Wither Skeleton Poggit Reviewer

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    But it won't help on this particular topic. In PC there is client sided stuff for world borders. In mcpe we can just do invisible blocks or teleport players back. And the PM api is no longer orientated at the bucket api. It has already faded away.
     
    Muqsit likes this.
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