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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 - NiLSPACE - 05-18-2014

I also noticed that some buildings generate grass with them. Is that done on purpose?


RE: Some semi-random thoughts on terrain generation - xoft - 05-18-2014

Also, I haven't checked the sand villages yet, I expect them to be wrong, because the connectors need adjusting.

Grass? Where?

They can generate grass under the roof, since that grass is part of the prefab; but they shouldn't generate grass as part of the flooring (when the house is too high above ground).
There was one house that did that, but I believe I've fixed that already.


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 05-18-2014

The grass here: [Image: 8Qata.jpg] Maybe we should change it to sponges because it will look weird if the building is generated on an edge.


RE: Some semi-random thoughts on terrain generation - xoft - 05-18-2014

Right, that makes sense.

Next iteration: Roads are built properly:
[Image: village4.jpg]

I've noticed that a block rotation malfunction seems to happen from time to time, no idea what's going on:
[Image: village4_malfunction.jpg]


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 05-18-2014

Could someone try the MineShafts? The server is terrible slow for me suddenly when I activate it. From 140+ ch/s to 0.23 ch/s.
EDIT:
Also I think a max depth of 1.5 is enough: http://puu.sh/8QhG5.jpg


RE: Some semi-random thoughts on terrain generation - LO1ZB - 05-18-2014

I get ~650 ch/s with Villages, can i activate MineShafts the same way?


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 05-18-2014

Yes. Just add it to "finishers" in the world.ini file.


RE: Some semi-random thoughts on terrain generation - LO1ZB - 05-18-2014

330-370 ch/s with Villages and MineShafts


RE: Some semi-random thoughts on terrain generation - xoft - 05-18-2014

(05-18-2014, 07:19 AM)STR_Warrior Wrote: Also I think a max depth of 1.5 is enough: http://puu.sh/8QhG5.jpg

The depth is integral, so 1.5 is interpreted as 1. This means two levels of roads and one level of houses. The village may look nice, but the problem is that no larger villages will ever get spawned.

I'm thinking about adding a "sparseness" parameter, which will say, in percent, the chance of each connector not to be tried at all for a house / road. Right now the generator tries to populate all the connectors, if it tried only half of them, the village may become less crowded. We could even have a min / max range, so that each village gets a random value and thus there would be denser villages and sparser villages.

(05-18-2014, 07:19 AM)STR_Warrior Wrote: From 140+ ch/s to 0.23 ch/s.

Is that debug or release? And are you connected or do you use the ChunkWorx plugin to generate?

For me in debug mode I get about 60 chunks per second while using ChunkWorx, and about 1 - 5 chunks per second when I log in. This is most likely caused by an overloaded CRT memory manager, and the mob collector (issue https://github.com/mc-server/MCServer/issues/277 )


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 05-18-2014

It's in release mode when it starts generating a new world.