Yes, i was talking about more depth, and wider, longer, stuff like that.
Right.
Yeah, this generation method is a bit silly. I finished writing a new generator in school today, I'm going to test it out at some point.
It completely re-does most of the generation to focus more on adding depth. If I can get it working, the update after I'll make it use its own pseudo-randoms system so you can use seeds in the generator.
The next update will include a serversided and clientsided generation usage of the system by default.
It'll use these parameters:
- X and Y
- Magnitude
- Cloud Center* Depth Range
- Depth Difference in Relation to Adjacent Cells*
- Expansion Loops
- Seeds*
- Build Type*
- Cloud Colour ID
- Cloud Brick Datablock
- Get Absolute Value of Depth*
Blue : Will not be implemented in the first version of this generator.
Orange : Exclusive to the Server generation.
* : Elaboration needed
-Cloud Center : The points generated first from which clouds expand.
-Depth Difference in Relation to Adjacent Cells : The difference in height betwixt two cells during expansion.
--For example, if this range is "0 2", the difference in depth between a cell and the one that it expanded from can only be between zero and two bricks downwards UNLESS absolute value of depth is off, in which case it could subtract the negative depth from the adjacent cell, making it larger.
-Seeds : The current seeded pseudo-random number generator makes use of two seeds to determine the number.
-Build Type : Determines whether the cloud layer should be made server-sided or client-sided.
-Get Absolute Value of Depth : If this is on, any depth will have mAbs used on it. When building the cloud layer, any cell value zero or lower is ignored. Turning this off can probably cause problems but it may also make some cool effects.
Despite what I've said earlier, this will not use a fractal generator. I couldn't find any descriptive documentation on fractal generation.