Some semi-random thoughts on terrain generation - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Cuberite (https://forum.cuberite.org/forum-4.html) +--- Forum: Development (https://forum.cuberite.org/forum-13.html) +--- Thread: Some semi-random thoughts on terrain generation (/thread-409.html) |
RE: Some semi-random thoughts on terrain generation - xoft - 12-18-2012 Dunno. But it's 3D data, and lots of it, so it would be difficult to type that in. Precalculation might help. But I don't think vanilla uses spheres at all. If you look at the overall shape of the (smaller) caves, they seem to be almost rectangular, with just the top and bottom parts of the walls rounded. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-18-2012 this makes me curious how a cube and a pyramid would look like instead of a sphere. RE: Some semi-random thoughts on terrain generation - xoft - 12-18-2012 A cube might look okay, just too square at tunnel ends. Pyramid would probably look weird RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-21-2012 something to note, the presimulator finisher generates gravel and sand ontop of lava. RE: Some semi-random thoughts on terrain generation - xoft - 12-21-2012 Yeah, it's been already mentioned, I guess I'm just too lazy to fix that. The presimulator only drops falling blocks through the air, not through fluids. Should be easy enough to fix. RE: Some semi-random thoughts on terrain generation - xoft - 12-22-2012 Should be fixed in rev 1097, but I couldn't find a single place where to test it, so it's up to you to do the actual testing. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-22-2012 i'm on it EDIT: It works RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-28-2012 (03-25-2012, 07:56 AM)xoft Wrote: Do you still want to implent overhangs? i gues it is quite allot of work becouse you propably need to implent a 3D height generator. RE: Some semi-random thoughts on terrain generation - xoft - 12-28-2012 I've had a few ideas for overhangs, they're just in my head, I let them grow them a bit more, until they're ripe enough for implementing The most likely scenario is that there will be a layer of terrain between "air" and "ground" layers that will use a 3D noise to give it some overhangs / holes / whatnot, and the height of this "hole layer" will be biome-dependent - it will range from thick in the extreme mountains, to non-existent in swamps. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-29-2012 (04-02-2012, 05:08 AM)xoft Wrote: I'm afraid we can't force the clouds to be below the terrain - haven't seen that in the protocol - but at least we can try reproducing the cool terrain - islands floating in the sky there maybe is a way..... if you generate the terrain above the clouds |