The work on explosions is done. They are quite fun, see for yourselves:
I spent most of today playing with them instead of working on new features, couldn’t stop. One monster explosion I made as a test almost dug all the way to bedrock :-)
The major improvement is that the explosion algorithm is single pass, making it a lot faster than the previous one. I also made sure that one explosion can never be too large – the trick is to only explode nearby charges simultaneously. Charges which are too far away (more than 2 blocks) are treated as an independent explosion and executed in the next frame. If they are very far they might even fail to explode at all, and turn into projectiles. Projectiles explode only when they hit the terrain nearby, or your face if it’s not your day.
Another improvement is the explosion debris – destroyed pieces of terrain don’t just stay there, they fly away at tremendous speed thrashing any living thing unlucky to be nearby.
Yet another improvement is that the pressure propagation works properly. You can make a very long shaft from a strong material (e.g. iron blocks), explode even a small charge at one end and see the flames come out at the other, even if the distance is very large.
In general, the new explosions are much more deadly in tight spaces. When confined, they will propagate to every nook and cranny and scorch all that’s in their path.