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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 - 11-20-2014

Waaaah! The new noise is no different in speed from the old noise. Whaaaa?!
[Image: waaah.jpg]


RE: Some semi-random thoughts on terrain generation - xoft - 11-20-2014

Ahh, stupid me, I changed the Noise3D generator, but tested the BiomalNoise3D.
Now that I've changed the BiomalNoise3D generator as well, I'm happy to report that the chunk generator speed was doubled.
[Image: happy-cat_2818143.jpg]


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-21-2014

Something might went wrong with the Ocean biome, because this is all ocean:
[Image: 130ed5162e.jpg]


RE: Some semi-random thoughts on terrain generation - xoft - 11-21-2014

Yeah, the heights are off, perhaps because the new noise has a slightly different shape. We'll have to redo all the biomes. That's why I wanted to switch to the new noise before finishing the parameters for the biomal noise.


RE: Some semi-random thoughts on terrain generation - xoft - 11-21-2014

The good thing is, the generator speed has improved. I had 6 - 7 chunks per second with CubicNoise, now I have 16 - 17 chunks per second with the InterpolNoise. I think there is still a large improvement possible regarding the tree generator, but I'll leave that for later. Now I'm trying to finish the biome parameters so that the shape generator is worth the change.


RE: Some semi-random thoughts on terrain generation - xoft - 11-21-2014

Hah, this just generated for me, I think our terrain generator's getting better and better Smile
[Image: extremehills_waterfall.jpg]


RE: Some semi-random thoughts on terrain generation - xoft - 11-21-2014

The new generators are up for review:
https://github.com/mc-server/MCServer/pull/1604


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 11-30-2014

This is the first time I've seen a floating spawner:
[Image: 4cc503ed0e.jpg]


RE: Some semi-random thoughts on terrain generation - NiLSPACE - 12-02-2014

So I started doing the spawners in MineShafts and Dungeons, but how are we planning on doing the Nether fortresses? Have the Spawner pre-programmed in the prefab, or should the cNetherFortGen class handle it somehow?


RE: Some semi-random thoughts on terrain generation - xoft - 12-02-2014

I guess we should make it possible to export the spawner(s) (and chests, and other block entities) in the prefab itself. What should the format be? I'm thinking something along the lines of a single string:
"<x>\t<y>\t<z>\t<BlockEntityType>\t<BlockEntityContentsJSON>\n" \
"<x>\t<y>\t<z>\t<BlockEntityType>\t<BlockEntityContentsJSON>\n" \
"<x>\t<y>\t<z>\t<BlockEntityType>\t<BlockEntityContentsJSON>\n" \
This way we can store multiple block entities for each prefab, store whatever is needed for the block entity contents, and if needed, extend the format by using another tab at the end (supposing that the JSON won't have a tab in it, which we can enforce).