Random Chitchat 2012-2016 - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Off Topic (https://forum.cuberite.org/forum-9.html) +--- Forum: Off Topic Discussion (https://forum.cuberite.org/forum-10.html) +--- Thread: Random Chitchat 2012-2016 (/thread-434.html) Pages:
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RE: What we're doing - NiLSPACE - 04-26-2013 (04-25-2013, 06:31 AM)xoft Wrote: Actually it's terrible. But see for yourself - I've committed that thing as a DirectOverhangs structure generator in rev 1411 oh i see what you mean now RE: What we're doing - xoft - 04-26-2013 I think I have something workable It even generated a tunnel from inside the mountain out into the ocean It's nothing like the vanilla, but it's showing some cool potential. With some work I think it can be used. But instead of overhangs, I think a more appropriate name would be "terrain fissures" Committed in rev 1412; go play with it You can even set some params for the algorithm (but it's hardcoded, so you need to change the sources, cStructGenDistortedMembraneOverhangs::GenStructures(), StructGen.cpp line 644+. So far it has not been optimized, so it's gonna be slow as hell; when we get something useful out of it, I'll optimize it properly. RE: What we're doing - xoft - 04-27-2013 More overhangs, I like these, but they are implemented separately as a completely standalone terrain generator, therefore they have no terrain composition, no sea, no structures, nothing, just stone and air. Get it with rev 1414, enable it by setting [Generator].Generator to Noise3D. It is meant as a testbed for experiments with a generator based on 3D noise, not as a production-grade generator. RE: What we're doing - NiLSPACE - 04-27-2013 I love them they are also extremely quick generated ;D RE: What we're doing - xoft - 04-27-2013 That's because they don't generate any other stuff - not even biomes. I think if I combined them into the regular ComposableGenerator, they'd be a quite a bit slower than Biomal. RE: What we're doing - NiLSPACE - 04-27-2013 ok :S but i gues you didn't optimize them yet? (hoping, hoping) RE: What we're doing - xoft - 04-28-2013 Added water and shifted the terrain into normal heights: Available in rev 1416. It's half-optimized already, we'll see. I'll keep it separate for a while to play with it, then when I'm comfortable with it, I'll move it into the Composable generator. It should be possible, but it'll break one of the principles of Composable Gen - in order for this particular thing to work, you'll need to set both HeightGen and CompositionGen to the same predefined value (programmatically, it'll be the same class providing both the height and the composition). Oh, btw, I also tried adding dirt but that didn't work out - the entire terrain, including overhang ceilings and vertical walls, was covered in dirt. And dirt without grass looked really ugly anyway, and there's no easy way to add just a single layer of grass. So I got rid of it again. RE: What we're doing - NiLSPACE - 04-28-2013 haha i love how you are able to stamp a new generator out of the ground ;P who gave jeb the prize of best programmer. it should be you ;D RE: What we're doing - xoft - 04-28-2013 I'm trying to put some control over the terrain height at which the overhangs generate, it's proving difficult. And it's spawned off a really alien-looking landscape: Just look at the top view: RE: What we're doing - NiLSPACE - 04-28-2013 i think this is more alien-looking |