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Full Version: Some semi-random thoughts on terrain generation
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You can use the ChunkWorx plugin for generating ahead; I think it's already part of the default install.
I just had one of those lightbulb moments, when I realized it's really really simple to produce caves without the single-block holes in their floors - simply chop off the bottom (and top) 20 % of the cave. Seems to work like a charm - check out rev 1296.
gonna try it now Wink does it have any effect on the speed of the generation?

well something realy changed ;P i've got an image of a place. one before[attachment=252] the new caves and one after[attachment=253]. the caves seems to be allot bigger for a reason.
Yes, they are bigger, because the small caves really didn't work well, I just didn't expect them to get this big. I guess I'll tweak the radius distribution function.
Ok, re-tweaked in rev 1298, this time I think the caves are really neat.
wow they are perfect nowBig Grin
The recent speedup in biome generator has had its drawback, which I noticed only now Sad
[Image: bad_biome_optimization.png]
I'll try to fix that while retaining at least some of the speedup.

Fixed. I'm quite amazed that the performance didn't drop much.
Finally I have a proper use-case for the cCuboid class. No longer do I want it removed ( https://forum.cuberite.org/showthread.php?tid=814 ), but I'm actually extending it. Why? Because the MineShafts structure generator will make extensive use of it Smile
yea mineshaftsBig Grin that would be awsome Smile
It's going pretty well; corridors are already working nicely, they're still missing some minor embellishments, such as torches, spiderwebs, tracks and hanging blocks, but generally they're okay.

I think I'll try adding some more variety now - the crossings.

One thing troubles me though, our height generator makes the ocean floor really low, sometimes as low as Y=14. That makes a lot of mineshafts carve through water. That will need some fixing, too.