weird paths in the game

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NakedFury
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weird paths in the game

by NakedFury » Sat Apr 14, 2012 22:25

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 +.
 

godkiller447
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by godkiller447 » Sat Apr 14, 2012 23:20

it is just something dumb... or like in minecraft, a creature like herobrine. i think there should be a mod like that for minetest
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NakedFury
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by NakedFury » Sat Apr 14, 2012 23:34

ohh ok
 

tinoesroho
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by tinoesroho » Sun Apr 15, 2012 00:01

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. :-)
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NakedFury
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by NakedFury » Sun Apr 15, 2012 00:06

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.
 

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LolManKuba
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by LolManKuba » Sun Apr 15, 2012 00:39

It's natural,
 

tinoesroho
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by tinoesroho » Sun Apr 15, 2012 05:17

Oy, somebody had a post cut off. Edit, please!
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/
 

Troy6879
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by Troy6879 » Sun Apr 15, 2012 06:35

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
Last edited by Troy6879 on Sun Apr 15, 2012 06:36, edited 1 time in total.
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wokste
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by wokste » Sun Apr 15, 2012 14:52

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.
Last edited by wokste on Sun Apr 15, 2012 15:05, edited 1 time in total.
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Troy6879
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by Troy6879 » Sun Apr 15, 2012 17:26

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?
They shall not grow old as we that are left grow old,
Age shall not weary them,nor the years condemn, (For the fallen, In honur of ANZAC, 25th April 1915))
At the going down of the sun and in the morning,
We shall remember them.
 

lionfury
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by lionfury » Wed May 09, 2012 13:07

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? :)
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