05-15-2014, 05:57 PM
Why not make it configureable? I always wanted big cities in Minecraft
Some semi-random thoughts on terrain generation
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05-15-2014, 05:57 PM
Why not make it configureable? I always wanted big cities in Minecraft
It is configurable, but the granularity is rather large.
The image above was with depth = 7 The image below is with depth = 4: Depth=3: Depth = 2: Depth = 1: And there's nothing in between these. I'll need to find a way to make the villages less dense with houses while keeping the roads structure interesting. It might also change a bit when I get all the house prefabs working, right now there are only about 5 prefabs that are generated, the rest have wrong connector definitions.
Is it normal that MCServer generates with 0.37 ch/s when I have villages enabled?
EDIT: And now it crashes.
05-15-2014, 09:38 PM
That's NOT normal, I get like 60 chunks per second in debug mode (with flat terrain, though).
I somehow expect the crash to be out-of-32bit-memory?
05-15-2014, 09:41 PM
Is the VillageGen activated automatically, when i compile https://github.com/mc-server/MCServer/tree/VillageGen ?
No you have to put "Villages" in world.ini/Generator/Finishers.
I found the spot where it crashes. It crashes after returning cStructurePtr() The reason why it doesn't crash for you might be because you have a single biome (Plains).
I haven't found a village yet, but it doesn't crash anymore
EDIT: Oh I see why. Their height is still fixed.
05-16-2014, 05:12 AM
Yea, so far I'm only playing with the structure, the height adjustment will come later on. Right now they all generate at height (10 + well height).
05-18-2014, 05:58 AM
The village houses are now adjusted onto the ground. Their doorsteps are considered the pivot that is moved on the ground level (so that each house is accessible once we get villagers working).
(Note that roads have not been implemented yet, so they're floating high above ) |
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