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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 - 12-07-2013

(12-07-2013, 06:11 PM)Taugeshtu Wrote: I think it might benefit from some low-freq low-amp waveform for "shifting" lines up and down.

Already there. The lines have a 30-block frequency 2-block amplitude noise added to them. It just cannot be seen in this image because of the viewport, and the overall jaggedness of the terrain height.

(12-07-2013, 06:18 PM)bearbin Wrote: Also xoft, eset makes branded square paper???
Eset doesn't make it, they just buy it for their employees for note-taking Smile


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-15-2013

I always love it when something like this generates:
[Image: 5Nigj.jpg]

Also maybe we should change the
Code:
DistortedHeightmapFrequencyX
DistortedHeightmapFrequencyY
DistortedHeightmapFrequencyZ
defaults from 10 to 15. The terrain doesn't change allot but we have a big performance increase.


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-16-2013

Oh common just look at thisBig Grin
2 pictures:

[Image: 5NqeX.jpg]
[Image: 5Nqia.jpg]




RE: Some semi-random thoughts on terrain generation - SamJBarney - 12-16-2013

Oooh! I like it!


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-23-2013

Does the "TwoLevel" biome generator also generate rivers? I haven't found any yet or should I look better?


RE: Some semi-random thoughts on terrain generation - xoft - 12-24-2013

It doesn't, yet, it's only experimental at this stage. I'll be tweaking it some more later on (hopefully when I finish the Gallery plugin). It might also get renamed to "ThreeLevel" Smile


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-28-2013

I was just exploring the world when I suddenly saw a huge shadow:
http://puu.sh/61aCT.jpg
http://puu.sh/61aF3.jpg


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-29-2013

I think the ConstantBiome generator is broken. It keeps generating an ocean for me. It doesn't matter if I change it to Forest or Hell.


RE: Some semi-random thoughts on terrain generation - xoft - 12-29-2013

Weird, there's nothing in that generator that could breakTongue


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-29-2013

Yea. Or I'm doing something wrong. This is my world.ini:
Code:
[Storage]
Schema=Default

[Plants]
IsSugarcaneBonemealable=0
MaxSugarcaneHeight=3
MaxCactusHeight=4
IsCarrotsBonemealable=1
IsCropsBonemealable=1
IsGrassBonemealable=1
IsSaplingBonemealable=1
IsMelonStemBonemealable=1
IsMelonBonemealable=0
IsPotatoesBonemealable=1
IsPumpkinStemBonemealable=1
IsPumpkinBonemealable=0
IsCactusBonemealable=0

[PVP]
Enabled=1

[Physics]
WaterSimulator=Vaporize
LavaSimulator=Floody
DeepSnow=1
SandInstantFall=0
ShouldLavaSpawnFire=1

[GameMode]
GameMode=1

[Generator]
BiomeGen=Constant
ConstantBiome=Nether
HeightGen=Flat
CompositionGen=Nether
FlatHeight=128
Structures=Ravines,WormNestCaves
Finishers=LavaSprings,BottomLava,PreSimulator
BottomLavaLevel=30
Generator=Composable
LavaLakesProbability=10
WaterLakesProbability=25
BiomalSeaLevel=62
BiomeGenCacheSize=0
HeightGenCacheSize=64
NetherThreshold=0
CompositionGenCacheSize=64

[LavaSimulator]
Falloff=1
MaxHeight=6
TickDelay=30
NumNeighborsForSource=-1

[LavaSprings]
HeightDistribution=0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0
Chance=9
HeightDistribution=0, 0; 10, 5; 11, 45; 48, 2; 64, 1; 255, 0
Chance=9

[General]
Dimension=-1

[FireSimulator]
BurnStepTimeFuel=500
BurnStepTimeNonfuel=100
Flammability=50
ReplaceFuelChance=50000

[LavaSprings]
HeightDistribution=0, 0; 10, 10; 11, 75; 16, 83; 20, 83; 24, 78; 32, 62; 40, 40; 44, 15; 48, 7; 56, 2; 64, 1; 255, 0
Chance=24

[SpawnProtect]
ProtectRadius=10
Enable=1

[WorldLimit]
LimitRadius=0

[Difficulty]
WorldDifficulty=2

[Monsters]
Types=zombiepigman, Ghast, magmacube
AnimalsOn=0