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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 - 11-01-2014

Come to think about it, it may not only solve the river problems, but it may also be faster to generate. Wow, why didn't I think of it earlier?

Simple - for each biome we'll have a min terrain height and a max terrain height. The height generator will first query biomes around each column, do an 7*7 neighbor weighted average of both the min and the max height, and remeber that. Then, a single Perlin noise will be generated in the [0 .. 1] range and will be converted to values between the min and the max for each column, thus giving the terrain height at that column.

This doesn't have overhangs, but I have a feeling overhangs are generated completely differently in Vanilla anyway, so we'll have to find another way as well. For one thing, the vanilla overhangs have sharp edges, ours are round. Second, I've never seen a vanilla double-overhang, while it's completely possible for ours to do so.


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-02-2014

I have a question about the prefabs now Smile
Currently preabs keep expanding until they hit something that is not air. What if we keep expanding until they hit a non-transparent block? That should also fix https://forum.cuberite.org/showthread.php?tid=409&pid=15298#pid15298


RE: Some semi-random thoughts on terrain generation - xoft - 11-02-2014

How about making it an option, with several possible strategies?
- Do not extend
- Extend until non-air
- Extend until non-single-hit
- Extend until non-solid


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-02-2014

You mean non-transparent with the last one right?

But this means we have to change the GalExport plugin as well right?


RE: Some semi-random thoughts on terrain generation - xoft - 11-02-2014

I meant "until solid", but it's difficult to call them names. It's just to extend through water, but I don't think it should extend through, say, glass.


RE: Some semi-random thoughts on terrain generation - xoft - 11-03-2014

Thought so Smile
Code:
MultiStepMap: 11494.3 chunks per second
Grown: 24630.5 chunks per second
GrownProt: 21141.6 chunks per second



RE: Some semi-random thoughts on terrain generation - bearbin - 11-04-2014

Great! More speed and better biomes.


RE: Some semi-random thoughts on terrain generation - sphinxc0re - 11-04-2014

(11-04-2014, 02:56 AM)bearbin Wrote: Great! More speed and better biomes.

AND set it as the standard gen for the generated world.ini


RE: Some semi-random thoughts on terrain generation - xoft - 11-04-2014

I will set it as default once a few people try it out and we iron out the little bugs.


RE: Some semi-random thoughts on terrain generation - xoft - 11-04-2014

The MinMax height generator ( https://forum.cuberite.org/showthread.php?tid=409&pid=16731#pid16731 ) has been a major disappointment so far. The problem with it is that the terrain is too uniform, the noise frequency can be seen too much:
[Image: heigen_minmax.jpg]

It can be seen as even worse in Minutor:
[Image: heigen_minmax_02.png]