Some semi-random thoughts on terrain generation
You can use the ChunkWorx plugin for generating ahead; I think it's already part of the default install.
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I just had one of those lightbulb moments, when I realized it's really really simple to produce caves without the single-block holes in their floors - simply chop off the bottom (and top) 20 % of the cave. Seems to work like a charm - check out rev 1296.
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gonna try it now Wink does it have any effect on the speed of the generation?

well something realy changed ;P i've got an image of a place. one before     the new caves and one after     . the caves seems to be allot bigger for a reason.
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Yes, they are bigger, because the small caves really didn't work well, I just didn't expect them to get this big. I guess I'll tweak the radius distribution function.
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Ok, re-tweaked in rev 1298, this time I think the caves are really neat.
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wow they are perfect nowBig Grin
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The recent speedup in biome generator has had its drawback, which I noticed only now Sad
[Image: bad_biome_optimization.png]
I'll try to fix that while retaining at least some of the speedup.

Fixed. I'm quite amazed that the performance didn't drop much.
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Finally I have a proper use-case for the cCuboid class. No longer do I want it removed ( https://forum.cuberite.org/showthread.php?tid=814 ), but I'm actually extending it. Why? Because the MineShafts structure generator will make extensive use of it Smile
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yea mineshaftsBig Grin that would be awsome Smile
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It's going pretty well; corridors are already working nicely, they're still missing some minor embellishments, such as torches, spiderwebs, tracks and hanging blocks, but generally they're okay.

I think I'll try adding some more variety now - the crossings.

One thing troubles me though, our height generator makes the ocean floor really low, sometimes as low as Y=14. That makes a lot of mineshafts carve through water. That will need some fixing, too.
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