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Some semi-random thoughts on terrain generation - Printable Version

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RE: Some semi-random thoughts on terrain generation - xoft - 11-27-2015

What happens if you use OrePockets and DirtPockets with the same seed:
[Image: OrePocketsSameSeed.png]
(Note the dirt around all the coal)


RE: Some semi-random thoughts on terrain generation - bearbin - 11-28-2015

is that bad or good?


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-28-2015

BadTongue Is it possible to use the block ID as the seed?


RE: Some semi-random thoughts on terrain generation - xoft - 11-28-2015

The defaults take care of that problem - the OrePockets use WorldSeed + 1, the DirtPockets use WorldSeed + 2 by default (but both can be changed in the INI config - just in case someone actually wants that)


RE: Some semi-random thoughts on terrain generation - sphinxc0re - 11-30-2015

What did you use to make this image?


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-30-2015

I believe it's Minutor.


RE: Some semi-random thoughts on terrain generation - xoft - 11-30-2015

Yes, Minutor. https://github.com/mrkite/minutor


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 01-17-2016

Look what I've found:
Pictures:

   
   
   
   
   


The corridors are a little long though. I think we should reduce them a bit, and create more structures like that bridge prefab.

Also, the diagonal corridors don't look that good after all.


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 01-24-2016

@xoft do you think it's possible to make the PieceGenerator choose prefabs with less connectors the further they are away from the starting point?


RE: Some semi-random thoughts on terrain generation - xoft - 01-24-2016

I wouldn't want to hardcode that into the generator, it's better to adjust the individual pieces' weights and repeat-weights (AddWeightIfSame set to a negative number, in this case)