03-20-2013, 05:18 PM
You can use the ChunkWorx plugin for generating ahead; I think it's already part of the default install.
Some semi-random thoughts on terrain generation
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03-20-2013, 05:18 PM
You can use the ChunkWorx plugin for generating ahead; I think it's already part of the default install.
03-23-2013, 12:57 AM
I just had one of those lightbulb moments, when I realized it's really really simple to produce caves without the single-block holes in their floors - simply chop off the bottom (and top) 20 % of the cave. Seems to work like a charm - check out rev 1296.
03-23-2013, 02:25 AM
Yes, they are bigger, because the small caves really didn't work well, I just didn't expect them to get this big. I guess I'll tweak the radius distribution function.
03-23-2013, 07:50 AM
Ok, re-tweaked in rev 1298, this time I think the caves are really neat.
Thanks given by: NiLSPACE
03-23-2013, 08:04 AM
wow they are perfect now
The recent speedup in biome generator has had its drawback, which I noticed only now
I'll try to fix that while retaining at least some of the speedup. Fixed. I'm quite amazed that the performance didn't drop much.
03-30-2013, 02:20 AM
Finally I have a proper use-case for the cCuboid class. No longer do I want it removed ( https://forum.cuberite.org/showthread.php?tid=814 ), but I'm actually extending it. Why? Because the MineShafts structure generator will make extensive use of it
03-30-2013, 02:43 AM
yea mineshafts that would be awsome
03-30-2013, 10:03 PM
It's going pretty well; corridors are already working nicely, they're still missing some minor embellishments, such as torches, spiderwebs, tracks and hanging blocks, but generally they're okay.
I think I'll try adding some more variety now - the crossings. One thing troubles me though, our height generator makes the ocean floor really low, sometimes as low as Y=14. That makes a lot of mineshafts carve through water. That will need some fixing, too. |
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