Closed tuomas56 closed 11 years ago
This looks really awesome. This is a feature I've wanted to see implemented for a long time. I have three concerns:
Thanks a ton!
I removed the XNA dependency locally and nothing broke, for the record.
It would probably be better to limit the perliny parts to between certain elevations, so that hills aren't super tall and rivers don't reach down to bedrock.
It's not just the trees that are random, I noticed several places where it's actually random. Please make sure it's entirely procedural.
Removing channels was a complete accident I'm not sure how to fix it or how it happened
On 21 Sep 2013, at 22:15, Drew DeVault notifications@github.com wrote:
It's not just the trees that are random, I noticed several places where it's actually random. Please make sure it's entirely procedural.
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Sorry about the spaces between Coordinates3D and the parentheses it's something Xamarin Studio adds by default (I'm working on a mac now) also with the indentation it all looks in line on my screen, did you mean change the tabs to spaces? On 21 Sep 2013, at 22:15, Drew DeVault notifications@github.com wrote:
It's not just the trees that are random, I noticed several places where it's actually random. Please make sure it's entirely procedural.
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Yes, please use four spaces instead of tabs.
Tidied things up and merged it in. Thanks a ton!
Thank you very much!
On 21 Sep 2013, at 23:35, Drew DeVault notifications@github.com wrote:
Tidied things up and merged it in. Thanks a ton!
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Perlin noise based terrain generation with trees (birch and oak) and biomes based on height (beach near or at sea level, extreme hills edge a bit above beach and extreme hills elsewhere) up to ten trees per chunk. stone forms 2/3 of the land with dirt the remaining third. rare gravel generation on the top layer rare clay generation in rivers and sand for beaches and underwater