06-23-2016, 07:04 AM
Don't replace, add it to the end. I'm still unsure whether to include it directly in the page, or rather as a link to your web.
Some semi-random thoughts on terrain generation
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06-23-2016, 07:04 AM
Don't replace, add it to the end. I'm still unsure whether to include it directly in the page, or rather as a link to your web.
06-24-2016, 11:23 PM
And the PR is merged
I do want to note that I added a few extra features to the visualizer on my site, but I don't think we should put it on the documentation page.
06-25-2016, 12:58 AM
Still, noone will see this because it's not linked anywhere. We have to change this
I've managed to improve the rendering speed dramatically: http://javascript.nilspace.nl/Cuberite/G...index.html
@sphinxc0re Perhaps we need to setup a page with all the technical documentation we currently have? Similar to the Lua api.
07-11-2016, 06:37 AM
http://cuberite.xoft.cz/docs/ is a mirror of the documentation in Git. Although it seems rather dated, I guess the auto-update script is failing recently.
07-11-2016, 06:47 AM
Oh, I didn't know it was auto-updating. Perhaps we should link it on cuberite.org?
07-11-2016, 11:12 PM
I've changed the visualizer again (It's just too much fun to mess around with ). When the size of the array is smaller than the canvas it uses the old rendering method. Otherwise it uses the newer version. That way you can still see the squares in the beginning, but get a performance boost later on as the array gets too big. Another way to look at it is that at first you see the progress the generator makes and after that you see a nice clean result.
11-28-2016, 10:12 PM
@xoft , you might enjoy this subreddit: https://www.reddit.com/r/proceduralgeneration/
12-17-2016, 10:53 PM
I think I have now sorted my thoughts enough to attempt the woodland mansions and ocean monuments.
It will require a new kind of generator. Somewhat similar to PieceStructures, but different in its processing of connectors. It needs to check all currently used pieces that ALL their placed connectors have a valid counter-connector to them. This will provide the guarantee that the structures don't have any holes in them and that their outer walls are complete and no internal parts touch each other and create unwanted corridors. For ocean monuments, we'll need an additional vertical connector behavior. Current vertical connectors cannot be used for even-sized connections, they needn't fit after rotating the piece. We need a vertical connector type that changes when rotating the piece around the Y axis. That will be my first task on this, it will be shared with PieceStructures generator and will allow the TreePath prefabs we have in the Gallery.
01-13-2017, 05:53 PM
I found this on the proceduralgeneration reddit. I thought it was pretty interesting as it's a really different approach compared to what we have.
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