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weird paths in the game

PostPosted: Sat Apr 14, 2012 22:25
by NakedFury
as I have been playing and walking around I keep coming across things like in this picture.
Image

they sometimes are only 1 dig trench or 2 connecting into a +.

PostPosted: Sat Apr 14, 2012 23:20
by godkiller447
it is just something dumb... or like in minecraft, a creature like herobrine. i think there should be a mod like that for minetest

PostPosted: Sat Apr 14, 2012 23:34
by NakedFury
ohh ok

PostPosted: Sun Apr 15, 2012 00:01
by tinoesroho
What's happening here is that the blocktype was changed when the tree was placed, from dirt_with_grass to just dirt, leaving that nasty lil artifact there for all to see. Oh, you mean the trench.

Methinks the mapgen is a little funky. :-)

PostPosted: Sun Apr 15, 2012 00:06
by NakedFury
tinoesroho wrote:What's happening here is that the blocktype was changed when the tree was placed, from dirt_with_grass to just dirt, leaving that nasty lil artifact there for all to see. Oh, you mean the trench.

Methinks the mapgen is a little funky. :-)


yeah I meant the trench, it keeps going for some hundred blocks and stops but then I see another one, like a pattern.

It seems like the mapgen is creating this huge squares and the space between each square is that trench.

PostPosted: Sun Apr 15, 2012 00:39
by LolManKuba
It's natural,

PostPosted: Sun Apr 15, 2012 05:17
by tinoesroho
Oy, somebody had a post cut off. Edit, please!

PostPosted: Sun Apr 15, 2012 06:35
by Troy6879
I always come across this.
I agree with you NakedFury, Though I think the Mapgen is based on a default map,but is carved,planted, and arranged differently

PostPosted: Sun Apr 15, 2012 14:52
by wokste
I think it is somewhere an error in the perlinnoise.

Edit: This happens because the 3D perlin-noise implementation uses lineair interpolation. A blur / cosine interpolation will probably fix this, but it will make the algorythm slower.

PostPosted: Sun Apr 15, 2012 17:26
by Troy6879
wokste wrote:I think it is somewhere an error in the perlinnoise.

Edit: This happens because the 3D perlin-noise implementation uses lineair interpolation. A blur / cosine interpolation will probably fix this, but it will make the algorythm slower.


Erm... What?

PostPosted: Wed May 09, 2012 13:07
by lionfury
Troy6879 wrote:
wokste wrote:I think it is somewhere an error in the perlinnoise.

Edit: This happens because the 3D perlin-noise implementation uses lineair interpolation. A blur / cosine interpolation will probably fix this, but it will make the algorythm slower.


Erm... What?


New code make problem better, but game slooowwwweeerrr

Easier to understand? :)