12-05-2013, 05:22 AM
We need the plugin first. And I'm not sure if RasPi is a good platform for this, we might need a bit more memory to support potentially more players.
Some semi-random thoughts on terrain generation
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12-05-2013, 05:22 AM
We need the plugin first. And I'm not sure if RasPi is a good platform for this, we might need a bit more memory to support potentially more players.
I can run it forever on a 128mb ram and 256mb vSwap vps.
If the world is limited and view distance is 4 it could handle 10 players or more if you fix player join/leave crashes.
About the crashes, I haven't seen it crash after the ByteBuffer off by one fix. The spamming of join or leave messages is still there though.
Similar to toni, there is a MCS in my signature too.
12-05-2013, 07:05 AM
I'm currently running MCS on an Amazon AWS instance. It's the only one you can get for free (if you just have one of them), and I think its pretty small when it comes to hardware specs.
12-05-2013, 05:07 PM
This has gone quite off-topic. Let's stop listing our servers, we'll discuss that when the time comes.
I think I have an idea about how to generate the heightmap for the mesa bryce biome. It's quite simple, actually We'll need two Perlin noises, one with low frequency and small amplitude, the other with medium frequency, high amplitude and very low basepoint. Then for each column just take the bigger of the two values. The low-frequency noise will produce the red-sand floor, and the high-amplitude one will punch out the towers from time to time.
12-05-2013, 11:52 PM
But if you use two noises wouldn't it slow down the generation speed?
12-06-2013, 12:18 AM
I don't think it'll matter that much. But we won't know until we try
12-06-2013, 03:21 AM
Sounds like it would work fairly well.
12-07-2013, 06:11 PM
xoft, regarding this:
I think it might benefit from some low-freq low-amp waveform for "shifting" lines up and down.
12-07-2013, 06:18 PM
Also xoft, eset makes branded square paper???
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