Terrain Save GeneratorWhats a "Terrain Save Generator"Some of you may remember an old project called "Blockland Terrain Generator" or something of the sorts. This is an old buggy project that used tons of Mac OSX Libraries and was pretty slow. Today I was looking through some youtube videos when I found this need little thing. It was a terrain generator video. I was like "I KNOW WHAT I MUST DO." I instantly opened xcode and set off to fix up and release BTG...
... then I read the code and threw up inside my mouth. It was disgusting. It used overcomplicated math and a terrible Perlin Noise implantation. It's seed system didn't even loving work and it wasn't user friendly. I was like "forget this"
Then 10 minutes later I decided to write it in Python. It was slow. I used really good libraries and stuff, I even used an octree to remove unnecessary bricks, though it still was slow. Generating 100x100 terrain would take nearly 3 minutes. And the noise didn't even look good. So I decided to go back to C++, at a new angle. I rewrote everything (except my save writing library :P) and ran it. It was great. It was user friendly and fast. I could generate a 500x500 (125,000 bricks) map in a minute. And it was easy to use
you simply enter the Max X, the Max Y, a Seed (can be anything. Like "Johny is my friend" would work.) and the name, and it would generate, it automatically places it in your save files. So, it is pretty neat.
Progress100% Terrain Generating
100% Save Writing
100% Bug Fixing
50%Optimization
0% Windows Compilation
How can you help?If your on a windows computer
and I know/trust you
and you can compile this (C++)
I would love someone to compile this.
ScreenshotsName: Test Seed: Brian Max X: 100 Max Y: 100 Brickcount: 10,000 
Click to see fullsized image.
SourceBitbucket
Have fun