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### What happened?
Strange behavior of the terrain generator (plain straight river with nonsense "islands" in the middle, water not reaching the shore properly, some "sawtooth" borders of the mountai…
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![Screenshot 2024-06-16 145521](https://github.com/PixelGuys/Cubyz/assets/85588535/6bd3725d-ab2c-4ac3-b543-19f341cc1927)
It causes very buggy terrain far out
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Terms:
* chunk: larger area corresponding to a height map (maybe 25m x 25m or 100m x 100m)
* cell: node of quadtree, a result of dividing a chunk
* patch: input primitive for tesselation control s…
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Apologies for the uninformal initial post. I will update this post later, after doing some proper research, but I wanted to put this here now to make you aware that there is some sort of conflict, I w…
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add it if you can
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### Describe the bug
Strange structures spawn - fish bowls, dog baths, random brewing barrels, blocks of raw gravitite, wall spikes, textureless dog beds, holes in the ground filled with fern terra…
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We need a way to generate terrain with paths.
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Actual terrain generation uses a single pass and simple noise. It should be improved to use multiple layers of noise, to stack-up a good looking natural generated terrain.
This should be done befor…
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I was trying out distant horizons along with 1:1 world generation mods (I used [JJthunder To The Max](https://modrinth.com/datapack/jjthunder-to-the-max)) and the cities generated with the new terrain…
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Low poly terrain generation?
If that's too hard - we can go with something hard-coded / premade map