Insane terrain generation
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Submitted February 19, 2017 at 09:18AM by alexs122333
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Insane terrain generation
http://ift.tt/2m0Ljgb
Submitted February 19, 2017 at 09:18AM by alexs122333
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Sí, es cierto, ni Nokia ni BlackBerry están en el mejor de sus momentos. La finlandesa acaba de resurgir de entre las cenizas desechadas por Microsoft y está, poco a poco, recuperando un impulso que perdió hace ya un tiempo. Por otra parte, la situación de BlackBerry es todavía peor ya que al menos Nokia tiene miras de futuro y un plan claro, así que, ¿cuál es la estrategia de
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Submitted February 19, 2017 at 09:40AM by DurmstrangWizard
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The Problem with World Generation and a Solution that makes Biomes more Diverse within Themselves
Disclaimer: for people who have seen this before, sorry. I decided to repost it again because I've noticed that this reddit tends to be less active at certain times. That certain time being very late at night when I posted this. I also did some reviewing here and there and added things. I really want to get this idea out there because I feel confident that something could come out of it with a little discussion and recognition. Please take time to read it. If not now then I encourage you to save the post for review later. But without further ado, here is the idea.
When 1.7, The Update that Changed the World was released, it was a revolution for so many players. We had so many new worlds to discover and it was amazing.
Five updates later and everyone is wanting another biome update or some kind of change to terrain generation. And of course we do, these new biomes have simply exhausted their uniqueness they had at the time of being added to the game.
But the problem is not that we don't have enough unique biomes to explore. The problem is that no matter how far you go in the world, no matter which direction, every forest you come across looks exactly like one you've passed through before. Every one biome looks the same no matter where you go im the world. Every savannah looks like every other savannah. And so on and so forth. With biomes, we have a world of variation that should have been beautifully unique with us finding new things at every turn but this can't be true until the biomes also have uniqueness within themselves.
And this is the part where I propose my idea.
The property noise map is actually a group of different noise maps that would all have different effects on the world the same way that the biome map does.
The noise map and the biome map actually work hand in hand to generate unique terrain.
For example, the map may cause one region of forest to generate steeper cliffs and shorter trees. While another part of the forest 300 blocks away will have smoother slopes and taller trees.
The biome map on its own determines what part of the world is what biome. But the noise maps determine smaller properties that gradually change from location to location within a biome. The result is diversity, even if you generate a customized world with one locked biome, things will still look different in different places.
The main idea is that the parameters vary so much and in so many ways that one forest can look completely different from another forest despite it being the same biome. This way we are adding new areas for the player to explore by not simply adding new biomes but improving the current terrain generation system. We can add biomes later if we needed to but your exploration will still not be as focused on finding new biomes as it is focused on finding current biomes that look very different. I imagine that some of the noise maps would also have an effect on caves, making the world underground different based on region too.
Here! Have a list of possible parameters that could be used as one of the noise maps.
Just imagine one area containing nothing but the 1 block high trees you can't walk under. An absolute nightmare to traverse. But somewhere else there are trees 15 blocks tall with tall trunks hanging eerily above you.
* Tree Thickness (Changes the amount of trees that attempt to spawn in an area)
Imagine an area where trees are so thick that it ends up creating a tangled thicket of trunk that is a mess to walk through. Whild in another area, trees are so sparse and you can see so far.
In one place we have rolling hills and in another we have beta-like terrain generation.
Did I do good? How do you like my idea? Have anything to add. The comments start right down there.
VvVvV
Submitted February 19, 2017 at 09:42AM by Eyebolaids
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