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I've just realized that I'd completely forgotten about ores in the new generator. So I quickly ported (and improved, of course) the ore generation into the new architecture.
A build is available, as usual.
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05-14-2012, 06:47 AM
(This post was last modified: 10-05-2015, 07:36 PM by NiLSPACE.)
What does an lighting thread do? I thought that the client now decided where the light was.
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Since there are no bug reports and the code seems to run smoothly, I'm thinking about actually merging the composable_generator branch into the trunk. That means that there won't be any more special branched builds required, the code would be in the reguular nightbuilds.
Also, I'm pretty sure the code is more stable than anything in the repository so far, so I'd like to propose releasing it as a Beta candidate, if not already a new release on the official page.
Of course, FakeTruth has the ultimate decisive say in this.
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I wouldn't say completely. It's not like we couldn't improve on it. A lot, in fact.
But now the generator can do as much as the old one could (with some extras). So there's no need to keep it separate anymore. Especially now that it's faster and more stable than the old one.
The cool thing is that now any modification to the generator is quite localized to one place. If you want to generate sand in desert instead of grass, it means touching a single object, cCompoGenClassic, that has one single purpose - filling terrain based on biomes. So the code is quite clear and easy to maintain and extend.
For the users, it means more freedom in what they want their world to look like. If they don't like trees, they can switch trees off, while keeping all the other features. If they want square biomes, so be it, they can get square biomes. If someone likes the desert, they can set the biomes to constant desert and that's what they get. Of course this will need some more time for the generators to mature, right now there are only generators usable for the classic terrain and for some debugging. I expect more to crop up soon, though.