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World generation #19
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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. |
This may also be of interest: https://github.com/Auburns/FastNoiseSIMD |
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! |
http://mc-server.xoft.cz/docs/Generator.html |
Let's do chunk generation inside initChunk and not the voxel worlld |
world constructor* |
Perlin noise?
what do bois
how are we going to handle biomes?
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