Closed bfops closed 9 years ago
Consider ditching perlin noise, or only using it as a coarse basis for more interesting terrain gen. Eventually we'll probably want multiple passes, for placing things like trees, houses, etc.
We'll almost definitely want voxels or tiles for terrain generation. That might also also fit in with incremental loading/unloading (https://github.com/bfops/playform/issues/84).
Trees or houses would be nice.
trees eaf089a000c527526b0f29ac7a0f6ae6c18828fb
Continued in https://github.com/bfops/playform/issues/117.
change terrain gen from a 2d heightmap to a 3d heightmap, and then create a mesh using something like isosurface extraction (create polygons only for chunks that cross a +/- boundary in the perlin noise)