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 - 11-13-2014 Anyone who likes my big oak tree? RE: Some semi-random thoughts on terrain generation - tonibm19 - 11-13-2014 Its right, but a little "blocky" (yes, in Minecraft) and its shape seems square. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-13-2014 It's not that bad: [spoiler] [/spoiler] RE: Some semi-random thoughts on terrain generation - xoft - 11-13-2014 I think it's weird. The central trunk should be higher, after all it's the dominant apex. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-13-2014 Then how about this: RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-13-2014 The branches seem a little too long. I'll adjust it. RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-13-2014 I uploaded my first implementation to github. RE: Some semi-random thoughts on terrain generation - xoft - 11-13-2014 Interesting. Why the floating-point directions, can't you work with regular ints? RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-13-2014 Because if I use ints I can't place a block on the same height: Code: ---XX Code: ----X (If that makes sense) EDIT: Now compare my code to the vanilla tree: https://gist.github.com/grum/62cfdec0537e8db24eb3#file-bigtreefeature-java-L145 RE: Some semi-random thoughts on terrain generation - xoft - 11-13-2014 Make the code lerp between startpoint and endpoint, then, you can have branches at any angle, and still keep int coords. Look up Bresenham algorithm if you need to. |