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 - 03-20-2013 You can use the ChunkWorx plugin for generating ahead; I think it's already part of the default install. RE: Some semi-random thoughts on terrain generation - xoft - 03-23-2013 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. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 03-23-2013 gonna try it now 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 the new caves and one after . the caves seems to be allot bigger for a reason. RE: Some semi-random thoughts on terrain generation - xoft - 03-23-2013 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. RE: Some semi-random thoughts on terrain generation - xoft - 03-23-2013 Ok, re-tweaked in rev 1298, this time I think the caves are really neat. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 03-23-2013 wow they are perfect now RE: Some semi-random thoughts on terrain generation - xoft - 03-25-2013 The recent speedup in biome generator has had its drawback, which I noticed only now 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. RE: Some semi-random thoughts on terrain generation - xoft - 03-30-2013 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 RE: Some semi-random thoughts on terrain generation - NiLSPACE - 03-30-2013 yea mineshafts that would be awsome RE: Some semi-random thoughts on terrain generation - xoft - 03-30-2013 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. |