Some semi-random thoughts on terrain generation
I'm trying to adjust the wormnest caves a bit - they generate large caves too often. I'd like them to generate more smaller caves and only very rarely a large cave. Trying to find a good noise distribution function for the radius. Also I'm considering adding a random "distortion" - some points in the cave system will get a very different radius than their neighbors, thus creating domes and dead-ends.

What I've noticed about vanilla cave generation is that it seems to be taking ground height into consideration, most caves don't go higher than ground level. This might be a good feature to somehow emulate in a later revision of the generator.
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RE: Some semi-random thoughts on terrain generation - by xoft - 12-16-2012, 07:09 PM



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