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As I understood it's impossible to make multiple materials per voxel for SDF so I use new layer of voxel terrain for each new material. But for test I created 64 layers of voxel terrain and I get free…
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Config and ability to allow a dimension to be loaded under the overworld's chunks dynamically (as if it was part of the overworld in the first place). May require changes to biome behavior for full co…
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* Mod Name: Wildlands
* Mod Dependencies: OTG
* Mod License: GNU
* Mod Link: https://www.curseforge.com/minecraft/mc-mods/wildlands
* Why you want it: Beautiful terrain generation
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I've been experimenting with the 1.19+ configuration stuff, and I haven't a clue how to replicate the Deep terrain generation setting from Indev. Help would be greatly appreciated, thanks!
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Currently every robot that looks `down` is shown as `Ω`, which is confusing and hard to see.
We could fix this by simply changing the default char for robots (say `x`), but I propose a bolder solut…
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In the not too distant future I want to start work on a terrain system. A sensible set of interfaces for static (but in some cases, editable but still not transformable) geometry in the simulation sp…
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This looks like amazing terrain generation algorithm, if it meets speed criteria and will contain negligible amount of artefacts. There is a ready neural network specifically designed for that sort of…
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This issue is likely due to the `_set_terrain` function inside of `tile_map_gaea_renderer.gd`.
Our `set_cells_terrain_connect` calls are updating the connections over an entire chunk's worth of til…
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This is a short and poorly-explained list of features I'd like to implement for StratCon, in no particular order, more as a memory aid than anything else. Subject to change on a whim or if something g…
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L'or n'est pas symétrique !!