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The possibility of having a logical terrain generator?

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DrenDran:


--- Quote from: Uristqwerty on November 13, 2010, 10:41:18 PM ---The biggest thing to consider is the generation part itself. How would you create the landscape data before adding the bricks? You could go as far as Dwarf Fortress and Minecraft, and have some fany generator for the surface and then add caves and caverns as well, it could be as simple as choosing a random value for each cell in a grid tat extends one unit past the desired terrain in every direction, and then the individual heights are averages of the bordering 9 cells, it could be layered perlin noise (that one's great if you want to be able to infinitely expand at any time)...

Ask 10 people to create a terrain generator, and you will have 10 completely different results, most of them fairly decent.

Unless you were thinking of something where a person would design the terrain, and not procedural/random generation?

--- End quote ---

It's randomly design a landscape, then make it completely out of bricks.
So yeah.

otto-san:


--- Quote from: Uristqwerty on November 13, 2010, 10:41:18 PM ---You could go as far as Dwarf Fortress and Minecraft

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Actually, I'm asking for the sake of a Minecraft-like landscape.  :cookieMonster:

rkynick:


--- Quote from: otto-san on November 15, 2010, 04:34:24 PM ---Actually, I'm asking for the sake of a Minecraft-like landscape.  :cookieMonster:

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Truce did that too

otto-san:


--- Quote from: rkynick on November 15, 2010, 05:00:28 PM ---Truce did that too

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That doesn't help because he never released it.

Uristqwerty:

If it is procedurally generated from an initial seed and the coordinates, in 16x16x16 chunks, and underground features are determined by the imaginary faces between chunks, you could generate chunks as needed and discard unaltered chunks that are not within LOS, and you only need to save the alterations to a chunk, and it could generate an infinitely large landscape...

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