Some semi-random thoughts on terrain generation
(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 )
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RE: Some semi-random thoughts on terrain generation - by xoft - 05-18-2014, 08:56 AM



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