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 - NiLSPACE - 06-14-2014 I think the Noise3D generator is broken: RE: Some semi-random thoughts on terrain generation - tonibm19 - 06-16-2014 One question: Does the nether generator generate quartz? If it does then I can use it for my server RE: Some semi-random thoughts on terrain generation - NiLSPACE - 06-16-2014 No it doesn't generate quartz yet. RE: Some semi-random thoughts on terrain generation - worktycho - 06-16-2014 Though it should be trivial to implement. Just derive cStructGenOreNests. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 06-20-2014 Wow. The new water dungeon is huge: http://imgur.com/nGhkfaJ RE: Some semi-random thoughts on terrain generation - NiLSPACE - 06-22-2014 The Mesa biome looks awesome in Minutor: RE: Some semi-random thoughts on terrain generation - xoft - 06-22-2014 Is that vanilla or MCS mesa? RE: Some semi-random thoughts on terrain generation - NiLSPACE - 06-22-2014 It's MCServer. I found it while looking for a new seed with a village at spawn RE: Some semi-random thoughts on terrain generation - NiLSPACE - 07-15-2014 I have an idea for the Mesa Bryce heightmap. Instead of two noises we use 3. 2 do the same thing as what you said before, but if the third noise is lower than the first noise then even if the second noise is greater, the first noise will be used. This way the "pillars" should be further appart from each other. Do you think it could work? Excuse my poor drawing skills. It's on a touch pad. RE: Some semi-random thoughts on terrain generation - xoft - 07-15-2014 Problem with this is that it works nicely only in 2D. Once you go into 3D, the noise doesn't work so well. And when you slap a DistortedHeightmap generator on top of this, it's all bad - remember those square-based towers? That's what happens, and there's no way to deal with that. However, there is a way to implement the mesa bryce pretty straightforward, I believe even Vanilla uses that. We'll simply not make the towers part of the heightmap generation, but rather a finisher generator - just add the towers to an already generated terrain. Why do I think even Vanilla uses that? Because of these: Yes, that's water underneath the towers. The towers are glued onto the terrain and they won't extend towards ground through water |