paramat wrote:http://i.imgur.com/8tMQmwR.png
Download, rename to 'watershed' https://github.com/paramat/watershed/archive/master.zip
Browse code https://github.com/paramat/watershed
watershed 0.2.0 by paramat
For latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL
*** There are bugs, fixes coming ***
A realm between y = 6000 and y = 8000.
Enable fly then teleport to y = 7000, fly up to find the surface.
Chunk generation time 2 seconds non lua-JIT.
5 biomes selected by temperature:
Desert
Rainforest (jungletrees, junglegrass)
Grassland (junglegrass, 5 grasses)
Deciduous forest (appletrees, 5 grasses, flowers)
Taiga (Pinetrees)
http://i.imgur.com/u7pVFE4.png
http://i.imgur.com/XubZRzB.gif
^ 2km x 1km river map
Casimir wrote:So, when will you switch to C++ and start making mapgen v8?
paramat wrote:So far, the freedom, independance and simplicity of working as a lua mapgen modder still outweighs the speed advantages of C++, but only because of the lua voxel manipulator.
Eh ... 2 seconds per chunk to slow? ;) i did add 2 more 3D noises in 0.2.1 which will be removed again for 0.2.2 for more speed, trying to keep this as simple as possible, unlike paragen which has become a monster.
I will be adding all the usual mapgen stuff like ores, fissures and clouds, so this will get a little slower in future, i'll try to keep it under 3 seconds.
thetoon wrote:2 sec/chunk is kinda slow.
[...]
what dazzled my in your code is that you generate entire chunks, going through every node, etc. This is not needed. Let's divide players' behaviour in two categories :
* digging/building. These are lengthy actions, and mapgen times are neglectable in comparison. Of course, generation need to be non-blocking, but that's all.
* exploring. This is where we could do something. As long as a given player explores the land, there's no need to generate hidden nodes. Only visible ones are to be expected.
So since your generators (3-)loop through a chunk's nodes, they could simply decide to ignore ('continue' the loop) for every block that has no water/air neighbour. The trick would be to generate in two steps, then : a first one, quick, like this. And then only later (i.e. when player stopped moving for a while, or entered said chunk) the full generation. No change could be done on a semi-generated chunk, of course.
paramat wrote:Perhaps ...
Options for additional mod ores would be easy to do, i guess moreores would be the one to support, seems popular.
paramat wrote:Perhaps ...
Options for additional mod ores would be easy to do, i guess moreores would be the one to support, seems popular.
Nore wrote:paramat wrote:Perhaps ...
Options for additional mod ores would be easy to do, i guess moreores would be the one to support, seems popular.
What about doing like mg does? It adds a mg.register_ore function, and the supported mods like moreores or technic call this function. By the way, what about changing the ore generation to something less classic? For example, you could make gold more frequent near rivers, etc. and make ores generate a bit more like IRL (I mean, you would get a lot of ore in some places, and almost none elsewhere)
Inocudom wrote:Nore wrote:paramat wrote:Perhaps ...
Options for additional mod ores would be easy to do, i guess moreores would be the one to support, seems popular.
What about doing like mg does? It adds a mg.register_ore function, and the supported mods like moreores or technic call this function. By the way, what about changing the ore generation to something less classic? For example, you could make gold more frequent near rivers, etc. and make ores generate a bit more like IRL (I mean, you would get a lot of ore in some places, and almost none elsewhere)
What would be the solution for plants and trees?
Nore wrote:By the way, what about changing the ore generation to something less classic? For example, you could make gold more frequent near rivers, etc. and make ores generate a bit more like IRL (I mean, you would get a lot of ore in some places, and almost none elsewhere)
Nore wrote:What about doing like mg does? It adds a mg.register_ore function, and the supported mods like moreores or technic call this function.
Nore wrote:By the way, what about changing the ore generation to something less classic? For example, you could make gold more frequent near rivers, etc. and make ores generate a bit more like IRL (I mean, you would get a lot of ore in some places, and almost none elsewhere)
Nore wrote:The ore generation:
http://nore.mesecons.net/screenshot_2458488898.png
paramat wrote:Nore, that's useful i'll try isolating the ores in future to see the distribution, as you can see too many precious ores, needs development and tuning ;)
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