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World generation

Open SwadicalRag opened this issue 7 years ago • 6 comments

Perlin noise?

what do bois

how are we going to handle biomes?

SwadicalRag avatar May 09 '17 13:05 SwadicalRag

I've done lots regarding world generation... not so much when it comes to cave structures or biomes though.

For biome placement, I think the simplest approach would be generating a voronoi tessellation map, since its procedural and cheap. (it might actually be what Minecraft uses, don't know)

libnoise is a pretty useful library and can easily be experimented with.

Typically you slap layers and layers of modifiers on your base map to achieve the result you want. In respect to biomes, you can slap different modifies on different biomes. You can tweak the numbers so you don't see crazy walls between biomes, and if you use the same base map the transitions between each biome should look pretty fluent.

SpencerSharkey avatar May 09 '17 16:05 SpencerSharkey

This may also be of interest: https://github.com/Auburns/FastNoiseSIMD

MDFL64 avatar May 09 '17 16:05 MDFL64

That's pretty neat. I didn't think of using worley noise for biomes but it could make sense. Might be easier to procedurally generate, too. Nice!

SpencerSharkey avatar May 09 '17 17:05 SpencerSharkey

http://mc-server.xoft.cz/docs/Generator.html For future reference

SwadicalRag avatar May 09 '17 19:05 SwadicalRag

Let's do chunk generation inside initChunk and not the voxel worlld

SwadicalRag avatar May 10 '17 21:05 SwadicalRag

world constructor*

SwadicalRag avatar May 10 '17 21:05 SwadicalRag