Some semi-random thoughts on terrain generation
(05-13-2013, 02:16 AM)xoft Wrote: Don't. I'm editting this source file heavily now, so let's not cause a svn conflict again. Don't worry, I'll add your sand soonTongue

Don't worry i wasn't planning on commiting it if you didn't want it Wink
Actualy i just took a piece of the Biomal CompositionGen and put it in there:
                    switch (a_ChunkDesc.GetBiome(x, z))
					{
						case biOcean:
						case biPlains:
						case biExtremeHills:
						case biForest:
						case biTaiga:
						case biSwampland:
						case biRiver:
						case biFrozenOcean:
						case biFrozenRiver:
						case biIcePlains:
						case biIceMountains:
						case biForestHills:
						case biTaigaHills:
						case biExtremeHillsEdge:
						case biJungle:
						case biJungleHills:
						{
							a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT);
							break;
						}
						case biDesertHills:
						case biDesert:
						case biBeach:
						{
							a_ChunkDesc.SetBlockType(x, y - 10, z, (LastAir == y - 1) ? E_BLOCK_SANDSTONE : E_BLOCK_SANDSTONE);
							a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_SAND : E_BLOCK_SAND);
							break;
						}
						case biMushroomIsland:
						case biMushroomShore:
						{
							a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_MYCELIUM : E_BLOCK_DIRT);
							break;
						}
                 }
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RE: Some semi-random thoughts on terrain generation - by NiLSPACE - 05-13-2013, 02:21 AM



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