Some semi-random thoughts on terrain generation
I quite like the caves that this guy has cooked up:
http://www.gamedev.net/blog/33/entry-222...world-gen/
[Image: ground_final.jpg]
The only problem is that the calculations needed for that kind of generator are immensely complicated, the generator would be slow as hell. I'm trying to figure out how to work around that.
Implemented as DualRidgeCaves in Rev 694 Smile
It's not as good as his version, but it doesn't slow the generator too much.
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wow that looks cool. i want i was home so i could test it xD. still 12 days on holidayBig Grin
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It's not as cool in MCServer, I had to sacrifice a few things for the speed.
Enjoy your holiday.
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thank you Smile
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That's how the original marble caves were (kinda), but he does two passes, and I did a single pass which resulted in this:
[Image: cave_ridged.jpg]

I simply added layers of solid between, so the cuts aren't all connected straight to the bottom of the map
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In the new cave generator are there also lava and water lakes??
And i saw in the source cStructGenNetherCaves?? :O
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The DualRidgeCaves generates lava at the bottom of the world (Y <= 10), just like MarbleCaves did. Nothing else.

Nether caves will be probably something between marblecaves and dualridgecaves, but there's not a line of code written yet.
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[Image: ground_higher_turbulence.jpg]
That is a nice extreme hills biome mountain Smile
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I think I'll remodel the generators a bit. I'm concerned with lava-filling the caves. Not everyone likes lava and it's a bit awkward to implement that fill in each and every cave generator we have. So I'll remove it from there, the caves will only hollow out the ground. And I'll add a lava-fill finisher with a settable lava height level. Makes more sense Smile
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so no underground lava and water lakes yet?
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