Some semi-random thoughts on terrain generation
We do village generation in C++ code, with bits written in Lua.
This guy does it in Minecraft's Command blocks :-O
https://www.youtube.com/watch?v=t9Xl8PP28ZU
I've gotta check out the commands
Reply
Thanks given by:
Wow that's awesome! :O
Reply
Thanks given by:
That's some really clever coding there. And it just shows that command blocks will need a lot of work in MCS in the future.
Reply
Thanks given by:
I changed the amplitude from 0.5 to 1.4 just to see what it does, and it now looks like this:
[Image: c30b17ddab.jpg]
Reply
Thanks given by:
So now you should make the logical step - change the amplitude based on a smooth noise function Smile
Reply
Thanks given by:
I just tried that, but I'm not super happy about that. The islands are really messy this way.
Reply
Thanks given by:
Make sure your amplitude noise is right - that it has the right frequency and amplitude itself. You want a low-frequency noise with output values in range [0.5, 1.5], so if you were using cPerlinNoise, you'd use something like:
noise.AddOctave(0.01, 0.3);
noise.AddOctave(0.02, 0.15);
noise.AddOctave(0.04, 0.05);
// Sum of second params should be 0.5,
// then noise generates values in range [-0.5, +0.5]
...
value = 1 + noise.GetValue(x, z);
Reply
Thanks given by:
I have no idea how I could use that with the noise I'm using Wink I didn't write the noise code here.
Reply
Thanks given by:
The Japanese villages look just lovely in the Overviewer: http://minecraft.planetx.com/#/-1561/64/1995/-1/1/0 Smile
Reply
Thanks given by:
Yeah you're rightBig Grin I'm wondering how the alchemist villages look like. Although I think that the Japanese villages look better.

Found one: http://minecraft.planetx.com/#/3203/64/649/-1/1/0
Reply
Thanks given by:




Users browsing this thread: 2 Guest(s)