Closed GoogleCodeExporter closed 9 years ago
From notch:
"So I switched the system over into a similar system based off 3D Perlin noise.
Instead of sampling the “ground height”, I treated the noise value as the
“density”, where anything lower than 0 would be air, and anything higher
than or equal to 0 would be ground. To make sure the bottom layer is solid and
the top isn’t, I just add the height (offset by the water level) to the
sampled result.
Unfortunately, I immediately ran into both performance issues and playability
issues. Performance issues because of the huge amount of sampling needed to be
done, and playability issues because there were no flat areas or smooth hills.
The solution to both problems turned out to be just sampling at a lower
resolution (scaled 8x along the horizontals, 4x along the vertical) and doing a
linear interpolation. Suddenly, the game had flat areas, smooth hills, and also
most single floating blocks were gone."
Source: http://notch.tumblr.com/post/3746989361/terrain-generation-part-1
Original comment by nin...@gmail.com
on 30 Oct 2011 at 3:25
1. Todo
2. Implemented!
3. Todo
4. Todo
5. Todo
6. Todo
7. Implemented! (Trees, not "tress")
Original comment by nin...@gmail.com
on 30 Oct 2011 at 5:59
Note to self: To solve for feature 3, I can't use recursion or seeking, it
takes far far too long. New approach (will do in morning) will be to buffer
object placement with air, meaning explicitly add air everytime a new block is
places, and remove / coalesce air when blocks are removed.
Original comment by nin...@gmail.com
on 31 Oct 2011 at 8:01
1. *Todo
2. Done
3. Done
4. *Todo
5. *Todo
6. *Todo
7. Done
Original comment by nin...@gmail.com
on 1 Nov 2011 at 6:24
Closing since this is a core feature that will need separate reports
Original comment by nin...@gmail.com
on 8 Jan 2012 at 2:39
Original comment by nin...@gmail.com
on 8 Jan 2012 at 10:27
Original issue reported on code.google.com by
nin...@gmail.com
on 30 Oct 2011 at 2:24