Open Problems

## Water Block

*Main Article:* Water Block

Figuring out how the orientation of water works, and finding a theory that is consistent for all the edge cases described in the water block article.

### Water's Texture

*See:* Texture

Finding out how the sixteenth tile, first tile and the edge of the tiles below those get mixed in the frames of water.

#### Texture Gaps

*See:* Texture Gaps

Figuring out how sometimes one finds triangular texture gaps in the water.

## Small Gaps

*See:* Small Gaps

Figuring out why sometimes there are tiny gaps in the corners of textures.

## Building

*See:* Building

* Systematization of architecture and describing how the building process works.

## Terrain Generation

*See:* Terrain Generation

* Finding the frequency and lacunarity of the terrain in the various maps, and which algorithm they're using.
* Figuring out how terrains that are bounded by circles work.
* Figuring out how biomes are generated

## Player Behavior

*See:* Player Behavior

The quantification of player behaviour.

## Generated Structures with Random Noise

*See*: Generated Structures with Random Noise

Finding out how generated structures like rivers and paths work.

## Dark Forest Tree

*See:* Dark Forest Tree

* Figuring out how the third layer of foliage from top to bottom works
* Figuring out why some of the foliage looks more irregular than usual when to close to generated structures.
* Figuring out the order in which trees are drawn, like does the world go from west to east, north to south?

## Trees

*See:* Trees

Finding out the relationship between the number of berries planted in a given block space and the number of berries that the produce yields.

## Bomb Block

*See:* Bomb Block

* Details regarding the animation when it's in an active state

## Ballistics

*See:* Ballistics

* Finding out whether the bullet hits a player instantly or whether it takes a while as the trace of the bullet reaches its destination.
* Finding out the speed of the trace of a bullet as observed from profile view.
* Finding out the shape of the bullet.
* Finding out the initial speed and the rotation of the ammo shells that jump out of the weapon when it's fired.

### Dynamic Crosshair

*See:* Dynamic Crosshair

What is the probability distribution that the bullets follow when they are shot?

## Weapons

*Example: Compact Submachine Gun*

Finding the distance where the linear gradient of damage begins and finding the damage for other grades besides common or legendary, and possibly an equation if possible.

## Angle of Camera at Death

*See*: Angle of Camera at Death

How does the position of a person when they kill you relates to the angle of the camera when you die?

## Fall Damage

*See:* Fall

The interpretation of the equation of fall damage, and an equation that always applies that is not merely a good approximation.

## Dropping

*See:* Dropping

Figuring out the ranges of angles and initial velocities of droppings

## Numbers

*See:* Numbers

Figuring out the ranges of angles and initial velocities of numbers

## Spawn Point

*See:* Spawn Point

* Figuring out the range of initial spawn points in battle royale
* Verifying what happens if you block all the initial spawn points in survival mode in a server where you can spawn at multiples of 100.
* Figuring out if you can manipulate the player spawns by blocking off all the other spawns except in one area, thus making all respawned players spawn there, in a arena, bedrock cage, or whatever else you want to test.
* Figuring out if you can manipulate spawns so that players will only spawn in a certain side of a map, and the other side is deserted because you blocked all the spawnpoints there, so you can build and do whatever you want in the unspawnable side undisturbed. For this to be the most effective the place where the spawnpoints are blocked should be as far away from the place where people spawn as possible.