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Trees and Biome generator stuff
#3
If you want to have a dithered biome boundaries, it should be possible to code that as a biomegen filter - it will use an existing biome generator to generate the biomes, and then make the dithering for the boundaries.

Note that even vanilla (and we as well) actually do trigger a block update for 50 random blocks in each chunk every tick, so the trees *will* decay even without the players touching them. And even if they didn't, touching a single leaf block could then cause the entire forest to update in your approach, which would be rather weird.

Be careful with larger structures. They will cause the terrain generator to run much slower, because it will need more adjacent chunks to generate a single chunk. Right now it's balanced - generating one chunk with trees requires generating a 3x3 area of chunks worth of terrain composition, which in turn will require a 5x5 area of chunks worth of biomes (because the terrain composition averages values between biomes). If you make a tree larger than 16x16, you suddenly triple those - for a 17x17 tree you'd need a 5x5 area of terrain composition and thus 7x7 area of biomes. This will get slow.

With our generators you can already adjust most parameters by hand. Do you think there's a parameter that you'd like to adjust and it's not available in the INI?
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Messages In This Thread
RE: Trees and Biome generator stuff - by NiLSPACE - 11-30-2014, 09:41 PM
RE: Trees and Biome generator stuff - by xoft - 11-30-2014, 09:54 PM
RE: Trees and Biome generator stuff - by xoft - 11-30-2014, 10:57 PM
RE: Trees and Biome generator stuff - by xoft - 12-03-2014, 04:13 AM
RE: Trees and Biome generator stuff - by xoft - 01-23-2015, 05:30 AM
RE: Trees and Biome generator stuff - by xoft - 01-23-2015, 07:08 AM



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