Some semi-random thoughts on terrain generation
I think the Noise3D generator is broken:


Attached Files Thumbnail(s)
   
Reply
Thanks given by:
One question: Does the nether generator generate quartz? If it does then I can use it for my serverBig Grin
Reply
Thanks given by:
No it doesn't generate quartz yet.
Reply
Thanks given by:
Though it should be trivial to implement. Just derive cStructGenOreNests.
Reply
Thanks given by:
Wow. The new water dungeon is huge: http://imgur.com/nGhkfaJ
Reply
Thanks given by:
The Mesa biome looks awesome in Minutor:
[Image: 25f716ee74.png]
Reply
Thanks given by:
Is that vanilla or MCS mesa?
Reply
Thanks given by:
It's MCServer. I found it while looking for a new seed with a village at spawn Wink
Reply
Thanks given by:
I have an idea for the Mesa Bryce heightmap. Instead of two noises we use 3. 2 do the same thing as what you said before, but if the third noise is lower than the first noise then even if the second noise is greater, the first noise will be used. This way the "pillars" should be further appart from each other. Do you think it could work?

Excuse my poor drawing skills. It's on a touch pad.
   
Reply
Thanks given by:
Problem with this is that it works nicely only in 2D. Once you go into 3D, the noise doesn't work so well. And when you slap a DistortedHeightmap generator on top of this, it's all bad - remember those square-based towers? That's what happens, and there's no way to deal with that.

However, there is a way to implement the mesa bryce pretty straightforward, I believe even Vanilla uses that. We'll simply not make the towers part of the heightmap generation, but rather a finisher generator - just add the towers to an already generated terrain.

Why do I think even Vanilla uses that? Because of these:
[Image: vanilla_bryce.jpg]
Yes, that's water underneath the towers. The towers are glued onto the terrain and they won't extend towards ground through water Smile
Reply
Thanks given by:




Users browsing this thread: 26 Guest(s)