Some semi-random thoughts on terrain generation
are you working on something right now??
or maybe can you finish the Jungle Biome first.
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there are too many ores generatingTongue look at the picture in the attachment


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Yes, there are. I need (someone? Wink to make a tool that would count the number of ore blocks in an entire world saved in MCA, then compare vanilla's numbers to MCServer's, and adjust accordingly.
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Quote:adjust accordingly
...through settable variables in world.ini, please ^_^
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xoft can you also make a finisher for swamp biomes for lily pads?
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It can be done, but I don't feel like it right now. I think this is too easy. Therefore I'm saving this task for if there's someone who wants to join the project and is looking for an easy task to get acquainted with the source code.
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when you are back can you make the transmision between biomes a bit smoother in the terrain hight??
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i just tested some ideas i had and it worked pretty wellBig Grin if you make the beach biome bellow the sea level you get smaller beaches instead of the desert like beachesBig Grin
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I found out why the jungle trees are so slow-generating. It's because they're huge, and the algorithm was O(N^2) due to checking blocks for duplicates. Without checking, the generator runs fast again, but we get the "leaves overwrite logs" problem. I'll need to figure something out against this.

Also, I've notices that some of the jungle trees grow in thin air. No idea what's going on there yet. It seems to happen only at biome transitions, especially jungle-ocean edge.
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i think it is becouse i did at some point :
int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockX + 5 * a_Seq, a_BlockY, a_BlockZ + 5 * a_Seq) / 5) % 3;
i hoped that the small trees would not generate in the big trees but they still do Sad
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