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 - FakeTruth - 07-27-2014 Maybe you could even try to use the wiggly lines for terrain, if you can get it to generate 3d wiggly planes RE: Some semi-random thoughts on terrain generation - NiLSPACE - 07-27-2014 (07-27-2014, 07:00 PM)FakeTruth Wrote: Maybe you could even try to use the wiggly lines for terrain, if you can get it to generate 3d wiggly planes That would be an interesting heightmap. There might be something wrong with the FluidSprings generator. I don't have a large stacktrace, so here is a small one: StackTrace Wrote:> MCServer.exe!cProbabDistrib::MapValue(int a_OrigValue) Line 137 C++ EDIT: Weird. I can't reproduce this in debug mode. RE: Some semi-random thoughts on terrain generation - xoft - 07-28-2014 How do you like them ravines? RE: Some semi-random thoughts on terrain generation - NiLSPACE - 07-28-2014 Love it RE: Some semi-random thoughts on terrain generation - NiLSPACE - 07-28-2014 I have a proposal for the cFinishGenSingleBiomeSingleTopBlock finisher. Rename it to cFinishGenSingleTopBlock and make it accept a list/vector for the biomes it can place in and a list/vector for the allowed blocks below. RE: Some semi-random thoughts on terrain generation - xoft - 07-28-2014 Sounds reasonable. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 07-28-2014 Then I'm going to work on that now RE: Some semi-random thoughts on terrain generation - NiLSPACE - 07-28-2014 Done: https://github.com/mc-server/MCServer/pull/1254 RE: Some semi-random thoughts on terrain generation - NiLSPACE - 07-31-2014 I also started working on acacia trees. They might be a little too random though: RE: Some semi-random thoughts on terrain generation - xoft - 07-31-2014 A bit too random, as you said. I think you should start with a variable-length vertical trunk, then pick whether to make a 1-top or 2-top tree, then for the first top pick one of the 8 directions, and for the optional second top pick a direction that is opposite or almost opposite to the first one. Keep going in that direction only, for 3 or 4 blocks diagonally (1 step in the direction with 1 step in Y++), then place the top. |