From 376d5e7ff0d2daab13aee0bf184a3ef5375bd1e6 Mon Sep 17 00:00:00 2001 From: Mattes D Date: Fri, 30 May 2014 22:31:51 +0200 Subject: Initial commit of the Generator article. --- docs/Generator.html | 119 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 119 insertions(+) create mode 100644 docs/Generator.html (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html new file mode 100644 index 000000000..f71ce1c71 --- /dev/null +++ b/docs/Generator.html @@ -0,0 +1,119 @@ + + +Generating terrain in MCServer + + +

Generating terrain in MCServer

+

This article explains the principles behind the terrain generator in MCServer. It is not strictly +specific to MCServer, though, it can be viewed as a generic guide to various terrain-generating algorithms, +with specific implementation notes regarding MCServer.

+ +

Preface: How it's done in real life

+

The nature has many complicated geological, physical and biological processes working on all scales from +microscopic to planet-wide scale, that have shaped the terrain into what we see today. The tectonic plates +collide, push mountain ranges up and ocean trenches down. Erosion dulls the sharp shapes. Plantlife takes +over to further change the overall look of the world.

+

Generally speaking, the processes take what's there and change it. Unlike computer generating, which +usually creates a finished terrain from scratch, or maybe with only a few iterations. It would be unfeasible +for software to emulate all the natural processes in enough detail to provide world generation for a game, +mainly because in the nature everything interacts with everything. If a mountain range rises, it changes the +way that the precipitation is carried by the wind to the lands beyond the mountains, thus changing the +erosion rate there and the vegetation type.

+ +

Expected properties

+

For a MineCraft-like game terrain generator we need the generator to have several properties: +

+

+ +

Reversing the flow

+

As already mentioned, the nature works basically by generating raw terrain composition, then "applying" +erosion, vegetation and finally this leads to biomes being formed. Let's now try a somewhat inverse +approach: First generate biomes, then fit them with appropriate terrain, and finally cover in vegetation +and all the other stuff.

+

Splitting the parts like this suddenly makes it possible to create a generator with the required +properties. We can generate a reasonable biome map chunk-wise, independently of all the other data. Once we +have the biomes, we can compose the terrain for the chunk by using the biome data for the chunk, and +possibly even for neighboring chunks. Note that we're not breaking the first property, the biomes can be +generated separately so a neighboring chunk's biome map can be generated without the need for the entire +neighboring chunk to be present. Similarly, once we have the terrain composition for a chunk, we can +generate all the vegetation and structures in it, and those can again use the terrain composition in +neighboring chunks.

+ +

The ComposableGenerator pipeline

+

This leads us directly to the main pipeline that is used for generating terrain in MCServer. For +technical reasons, the terrain composition step is further subdivided into Height generation and Composition +generation, and the structures are really called Finishers. For each chunk the generator generates, in this +sequence: +

+

+ + + + +

The beautiful thing about this is that the individual components can be changed independently. You can +have 5 biome generators and 3 height generators and you can let the users mix'n'match. +

+ +

Using coherent noise for the generation

+

For a great tutorial on coherent noise, see the LibNoise +documentation.

+

Coherent noise is a type of noise that has three important properties that we can use to our advantage: +

+

We'll be mostly using Perlin noise in this article. It is the easiest one to visualise and use and is one +of the most useful kinds of coherent noises. Here's an example of a Perlin noise generated in 2 dimensions:

+ +

It comes only naturally that such a 2D noise can be used as a terrain height map directly:

+ +

However, this is not the only use for this noise, and 2 dimensions is not the limit - this noise can be +generated for any number of dimensions.

+ +

Generating biomes

+

The easiest way to generate biomes is to not generate at all - simply assign a single constant biome to +everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat +world type, or for testing purposes, or for tematic maps. In MCServer, this is exactly what the Constant +biome generator does.

+

Of course, there are more interesting test scenarios for which multiple biomes must be generated as easy +as possible. For these special needs, there's a CheckerBoard biome generator. As the name suggests, it +generates a grid of biomes.

+

Voronoi diagram

+

These two generators are more of a technicality, we need to make something more interesting if we're +going for a natural look. The Voronoi generator is the first step towards such a change. Recall that a +Voronoi diagram is a construct that creates a +set of areas where each point in an area is closer to the appropriate seed of the area than the seeds of any +other area:

+ +

The overall shape of a Voronoi diagram is governed by the placement of the seeds. In extreme cases, a +seed could affect the entire diagram, which is what we don't want - we need our locality, so that we can +generate a chunk's worth of biome data. We also don't want the too much irregular diagrams that are produced +when the seeds are in small clusters. We need our seeds to come in random, yet somewhat uniform fashion.

+

Luckily, we have just the tool: Grid with jitter. Originally used in antialiasing techniques, they can be +successfully applied as a source of the seeds for a Voronoi diagram. Simply take a regular 2D grid of seeds +with the grid distance being N, and move each seed along the X and Y axis by a random distance, usually in +the range [-N / 2, +N / 2]:

+ +

Such a grid is the ideal seed source for a Voronoi biome generator, because not +only are the Voronoi cells "reasonable", but the seed placement's effect on the diagram is localized - each +pixel in the diagram depends on at most 5 x 5 seeds around it:

+ + + -- cgit v1.2.3 From 24bea1d0b2b1d0f7400632fd480a24dff84bcad1 Mon Sep 17 00:00:00 2001 From: Mattes D Date: Sun, 1 Jun 2014 22:33:53 +0200 Subject: Generator article now has all biome genertors and most their imgs. --- docs/Generator.html | 164 +++++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 156 insertions(+), 8 deletions(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index f71ce1c71..b7586a183 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -13,6 +13,7 @@ with specific implementation notes regarding MCServer.

microscopic to planet-wide scale, that have shaped the terrain into what we see today. The tectonic plates collide, push mountain ranges up and ocean trenches down. Erosion dulls the sharp shapes. Plantlife takes over to further change the overall look of the world.

+

Generally speaking, the processes take what's there and change it. Unlike computer generating, which usually creates a finished terrain from scratch, or maybe with only a few iterations. It would be unfeasible for software to emulate all the natural processes in enough detail to provide world generation for a game, @@ -35,11 +36,14 @@ distinction will be discussed later.

+ +

Reversing the flow

As already mentioned, the nature works basically by generating raw terrain composition, then "applying" erosion, vegetation and finally this leads to biomes being formed. Let's now try a somewhat inverse approach: First generate biomes, then fit them with appropriate terrain, and finally cover in vegetation and all the other stuff.

+

Splitting the parts like this suddenly makes it possible to create a generator with the required properties. We can generate a reasonable biome map chunk-wise, independently of all the other data. Once we have the biomes, we can compose the terrain for the chunk by using the biome data for the chunk, and @@ -49,6 +53,8 @@ neighboring chunk to be present. Similarly, once we have the terrain composition generate all the vegetation and structures in it, and those can again use the terrain composition in neighboring chunks.

+ +

The ComposableGenerator pipeline

This leads us directly to the main pipeline that is used for generating terrain in MCServer. For technical reasons, the terrain composition step is further subdivided into Height generation and Composition @@ -61,6 +67,7 @@ sequence:

  • Finishers
  • + @@ -69,6 +76,8 @@ sequence: have 5 biome generators and 3 height generators and you can let the users mix'n'match.

    + +

    Using coherent noise for the generation

    For a great tutorial on coherent noise, see the LibNoise documentation.

    @@ -79,41 +88,180 @@ documentation.

    parameters are given to the noise functions.
  • The noise can be seamlessly extended in any direction
  • +

    We'll be mostly using Perlin noise in this article. It is the easiest one to visualise and use and is one of the most useful kinds of coherent noises. Here's an example of a Perlin noise generated in 2 dimensions:

    - + +

    It comes only naturally that such a 2D noise can be used as a terrain height map directly:

    - + +

    However, this is not the only use for this noise, and 2 dimensions is not the limit - this noise can be generated for any number of dimensions.

    + +

    Generating biomes

    -

    The easiest way to generate biomes is to not generate at all - simply assign a single constant biome to -everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat +

    The easiest way to generate biomes is to not generate them at all - simply assign a single constant biome +to everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat world type, or for testing purposes, or for tematic maps. In MCServer, this is exactly what the Constant biome generator does.

    +

    Of course, there are more interesting test scenarios for which multiple biomes must be generated as easy as possible. For these special needs, there's a CheckerBoard biome generator. As the name suggests, it generates a grid of biomes.

    +

    Voronoi diagram

    -

    These two generators are more of a technicality, we need to make something more interesting if we're +

    Those two generators were more of a technicality, we need to make something more interesting if we're going for a natural look. The Voronoi generator is the first step towards such a change. Recall that a Voronoi diagram is a construct that creates a set of areas where each point in an area is closer to the appropriate seed of the area than the seeds of any other area:

    + +

    To generate biomes using this approach, you select random "seeds", assign a biome to each one, and then +for each "column" of the world you find the seed that is the nearest to that column, and use that seed's +biome.

    +

    The overall shape of a Voronoi diagram is governed by the placement of the seeds. In extreme cases, a seed could affect the entire diagram, which is what we don't want - we need our locality, so that we can generate a chunk's worth of biome data. We also don't want the too much irregular diagrams that are produced when the seeds are in small clusters. We need our seeds to come in random, yet somewhat uniform fashion.

    +

    Luckily, we have just the tool: Grid with jitter. Originally used in antialiasing techniques, they can be successfully applied as a source of the seeds for a Voronoi diagram. Simply take a regular 2D grid of seeds with the grid distance being N, and move each seed along the X and Y axis by a random distance, usually in the range [-N / 2, +N / 2]:

    - + +

    Such a grid is the ideal seed source for a Voronoi biome generator, because not only are the Voronoi cells "reasonable", but the seed placement's effect on the diagram is localized - each -pixel in the diagram depends on at most 5 x 5 seeds around it:

    - +pixel in the diagram depends on at most 4 x 4 seeds around it. In the following picture, the seed for the +requested point (blue) must be within the indicated circle. Even the second-nearest seed, which we will need +later, is inside that circle.

    + + +

    Calculating the jitter for each cell can be done easily by using a 2D Perlin noise for each coord. We +calculate the noise's value at [X, Z], which gives us a number in the range [-1; 1]. We then multiply the +number by N / 2, this gives us the required range of [-N / 2, +N / 2]. Adding this number to the X coord +gives us the seed's X position. We use another Perlin noise and the same calculation for the Z coord of the +seed.

    + +

    Here's an example of a biome map generated using the Voronoi + jitter grid, as implemented by the Voronoi +biome generator in MCServer:

    + + +

    Distorted Voronoi

    +

    The biomes are starting to look interesting, but now they have straight-line borders, which looks rather +weird and the players will most likely notice very soon. We need to somehow distort the borders to make them +look more natural. By far the easiest way to achieve that is to use a little trick: When the generator is +asked for the biome at column [X, Z], instead of calculating the Voronoi biome for column [X, Z], we first +calculate a random offset for each coord, and add it to the coordinates. So the generator actually responds +with the biome for [X + rndX, Z + rndZ].

    + +

    In order to keep the property that generating for the second time gives us the same result, we need the +"random offset" to be replicatable - same output for the same input. This is where we use yet another Perlin +noise - just like with the jitter for the Voronoi grid, we add a value from a separate noise to each +coordinate before sending the coordinates down to the Voronoi generator:

    + +DistortedVoronoiBiome(X, Z) := VoronoiBiome(X + PerlinX(X, Z), Z + PerlinZ(X, Z)) + + +

    The following image shows the effects of the change, as generated by MCServer's DistortedVoronoi biome +generator. It is actually using the very same Voronoi map as the previous image, the only change has been +the addition of the distortion:

    + + +

    As you can see, this already looks reasonable enough, it could be considered natural biomes, if it +weren't for several drawbacks: +

    + +

    Adding relativity

    +

    Our next goal is to remove the first defect of the distorted voronoi generator: unrelated biomes +generating next to each other. It is highly unlikely to find a jungle biome next to a desert biome, so we +want to have as few of those boundaries as possible. We could further improve on the selection of +biome-to-seed in the Voronoi generator. Or we can try a completely different idea altogether.

    + +

    Recall how we talked about the nature, where the biomes are formed by the specific conditions of a place. +What if we could make a similar dependency, but without the terrain? It turns out this is possible rather +easily - instead of depending on the terrain, we choose two completely artificial measures. Let's call them +Temperature and Humidity. If we knew the temperature of the place, we know what set of biomes are possible +for such temperatures - we won't place deserts in the cold and tundra in the hot anymore. Similarly, the +humidity will help us sort out the desert vs jungle issue. But how do we get a temperature and humidity? +Once again, the Perlin noise comes to the rescue. We can use a simple 2D Perlin noise as the temperature +map, and another one as the humidity map.

    + +

    What we need next is a decision of what biome to generate in certain temperature and humidity +combinations. The fastest way for a computer is to have a 2D array, where the temperature is one dimension +and humidity the other, and the values in the array specify the biome to generate:

    + + +

    We can even "misuse" the above diagram to include the hill variants of the biomes and have those hills +neighbor each other properly, simply by declaring some of the decision diagram's parts as hills:

    + + +

    The problem with this approach is that there are biomes that should not depend on temperature or +humidity, they generate across all of their values. Biomes like Oceans, Rivers and Mushroom. We could +either add them somewhere into the decision diagram, or we can make the generator use a multi-step decision: +

    +

    + +

    This is the approach implemented in MCServer's MultiStepMap biome generator. It generates biome maps like +this:

    + + +

    To decide whether the point is in the ocean, land or mushroom, the generator uses a DistortedVoronoi +approach where the seeds get the "ocean", "land" and "mushroom" values; special handling is added so that a +mushroom value is always surrounded by ocean values on all 8 sides:

    + + +

    For the Voronoi cells that are calculated as mushroom, the distance to the nearest-seed is used to +further shrink the mushroom biome and then to distinguish between mushroom and mushroom-shore:

    + + +

    The rivers are added only to the areas that have been previously marked as land. A simple 2D Perlin noise +is used as the base, where its value is between 0 and a configured threshold value, a river is created. This +creates the rivers in a closed-loop-like shapes, occasionally splitting two branches off:

    + + +

    For the leftover land biomes, the two Perlin noises, representing temperature and humidity, are used to +generate the biomes, as described earlier. Additionally, the temperature map is used to turn the Ocean biome +into FrozenOcean, and the River biome into FrozenRiver, wherever the temperature drops below a threshold.

    + +

    Two-level Voronoi

    +

    The 1.7 MineCraft update brought a completely new terrain generation, which has sparked renewed interest +in the biome generation. A new, potentially simpler way of generating biomes was found, the two-level +Voronoi generator.

    + +

    The main idea behind it all is that we create large areas of similar biomes. There are several groups of +related biomes that can be generated near each other: Desert biomes, Ice biomes, Forest biomes, Mesa biomes. +Technically, the Ocean biomes were added as yet another group, so that the oceans will generate in +approximately the size of the larger areas, too.

    + +

    For each column a DistortedVoronoi is used to select, which large area to use. This in turn results in +the list of biomes from which to choose. Another DistortedVoronoi, this time with a smaller grid size, is +used to select one biome out of that list. Additionally, the smaller DistortedVoronoi calculates not only +the nearest seed's distance, but also the distance to the second-nearest seed; the ratio between these two +is used as an indicator whether the column is in the "inside" or on the "outskirt" of the smaller Voronoi +cell. This allows us to give certain biomes an "edge" biome - the Mushroom biome has a MushroomShore edge, +the ExtremeHills biome have an ExtremeHillsEdge biome on the edge, etc.

    +
    +
    +
    + +

    The following image shows an example output of a TwoLevel biome generator in MCServer:

    + + + + +

    Terrain height

    -- cgit v1.2.3 From 345d4778499494616a0fac8568fbefa881627285 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Mon, 2 Jun 2014 21:43:07 +0200 Subject: Generator article: Finished the Biome-gen section and images. --- docs/Generator.html | 39 +++++++++++++++++++++++++-------------- 1 file changed, 25 insertions(+), 14 deletions(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index b7586a183..0963f8505 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -109,7 +109,7 @@ biome generator does.

    Of course, there are more interesting test scenarios for which multiple biomes must be generated as easy as possible. For these special needs, there's a CheckerBoard biome generator. As the name suggests, it -generates a grid of biomes.

    +generates a grid of alternating biomes.

    Voronoi diagram

    Those two generators were more of a technicality, we need to make something more interesting if we're @@ -117,7 +117,7 @@ going for a natural look. The Voronoi generator is the first step towards such a Voronoi diagram is a construct that creates a set of areas where each point in an area is closer to the appropriate seed of the area than the seeds of any other area:

    - +

    To generate biomes using this approach, you select random "seeds", assign a biome to each one, and then for each "column" of the world you find the seed that is the nearest to that column, and use that seed's @@ -218,19 +218,24 @@ either add them somewhere into the decision diagram, or we can make the generato this:

    -

    To decide whether the point is in the ocean, land or mushroom, the generator uses a DistortedVoronoi -approach where the seeds get the "ocean", "land" and "mushroom" values; special handling is added so that a -mushroom value is always surrounded by ocean values on all 8 sides:

    - +

    To decide whether the point is in the ocean, land or mushroom, the generator first chooses seeds in a grid +that will be later fed to a DistortedVoronoi algorithm, the seeds get the "ocean" and "land" values. Then it +considers all the "ocean" seeds that are surrounded by 8 other "ocean" seeds and turns a random few of them +into "mushroom". This special seed processing makes the mushroom biomes mostly surrounded by ocean. The +following image shows an example seeds grid that the generator might consider, only the two framed cells are +allowed to change into mushroom. L = land, O = ocean:

    + -

    For the Voronoi cells that are calculated as mushroom, the distance to the nearest-seed is used to -further shrink the mushroom biome and then to distinguish between mushroom and mushroom-shore:

    - +

    Next, the generator calculates the DistortedVoronoi for the seeds. For the areas that are calculated as +mushroom, the distance to the nearest-seed is used to further shrink the mushroom biome and then to +distinguish between mushroom and mushroom-shore (image depicts a Voronoi cell for illustration purposes, it +works similarly with DistortedVoronoi). O = ocean, M = mushroom, MS = mushroom shore:

    +

    The rivers are added only to the areas that have been previously marked as land. A simple 2D Perlin noise is used as the base, where its value is between 0 and a configured threshold value, a river is created. This creates the rivers in a closed-loop-like shapes, occasionally splitting two branches off:

    - +

    For the leftover land biomes, the two Perlin noises, representing temperature and humidity, are used to generate the biomes, as described earlier. Additionally, the temperature map is used to turn the Ocean biome @@ -239,7 +244,7 @@ into FrozenOcean, and the River biome into FrozenRiver, wherever the temperature

    Two-level Voronoi

    The 1.7 MineCraft update brought a completely new terrain generation, which has sparked renewed interest in the biome generation. A new, potentially simpler way of generating biomes was found, the two-level -Voronoi generator.

    +DistortedVoronoi generator.

    The main idea behind it all is that we create large areas of similar biomes. There are several groups of related biomes that can be generated near each other: Desert biomes, Ice biomes, Forest biomes, Mesa biomes. @@ -253,13 +258,19 @@ the nearest seed's distance, but also the distance to the second-nearest seed; t is used as an indicator whether the column is in the "inside" or on the "outskirt" of the smaller Voronoi cell. This allows us to give certain biomes an "edge" biome - the Mushroom biome has a MushroomShore edge, the ExtremeHills biome have an ExtremeHillsEdge biome on the edge, etc.

    -
    -
    -
    + +

    The images below illustrate the process with regular Voronoi diagrams, for clarity purposes. The real +generator uses distortion before querying the small areas.

    +
    +
    +

    The following image shows an example output of a TwoLevel biome generator in MCServer:

    +

    Note that rivers are currently not implemented in this generator in MCServer, but they could be added +using the same approach as in MultiStepMap - by using a thresholded 2D Perlin noise.

    +

    Terrain height

    -- cgit v1.2.3 From 6f7ac0089f891a2b432e7417424e5e88e2a6f341 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Mon, 2 Jun 2014 21:56:59 +0200 Subject: Generator article: fixed bad wording. --- docs/Generator.html | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 0963f8505..d965cf5d2 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -181,9 +181,9 @@ generated right next to other land biomes.

    Adding relativity

    -

    Our next goal is to remove the first defect of the distorted voronoi generator: unrelated biomes +

    Our next goal is to remove the first defect of the distorted Voronoi generator: unrelated biomes generating next to each other. It is highly unlikely to find a jungle biome next to a desert biome, so we -want to have as few of those boundaries as possible. We could further improve on the selection of +want to have as few of such borders as possible. We could further improve on the selection of biome-to-seed in the Voronoi generator. Or we can try a completely different idea altogether.

    Recall how we talked about the nature, where the biomes are formed by the specific conditions of a place. -- cgit v1.2.3 From 49b39f97e0d947c655aad64317a6500f94ad61ef Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Tue, 3 Jun 2014 14:00:50 +0200 Subject: Generator article: Added TOC with links. --- docs/Generator.html | 51 ++++++++++++++++++++++++++++++++++++++++++++------- 1 file changed, 44 insertions(+), 7 deletions(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index d965cf5d2..d7eb6ba8d 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -8,7 +8,24 @@ specific to MCServer, though, it can be viewed as a generic guide to various terrain-generating algorithms, with specific implementation notes regarding MCServer.

    -

    Preface: How it's done in real life

    +

    Contents: +

    +

    + + +
    + +

    Preface: How it's done in real life

    The nature has many complicated geological, physical and biological processes working on all scales from microscopic to planet-wide scale, that have shaped the terrain into what we see today. The tectonic plates collide, push mountain ranges up and ocean trenches down. Erosion dulls the sharp shapes. Plantlife takes @@ -21,7 +38,10 @@ mainly because in the nature everything interacts with everything. If a mountain way that the precipitation is carried by the wind to the lands beyond the mountains, thus changing the erosion rate there and the vegetation type.

    -

    Expected properties

    + +
    + +

    Expected properties

    For a MineCraft-like game terrain generator we need the generator to have several properties:

    • The generator must be able to generate terrain in small chunks. This means it must be possible to @@ -37,8 +57,9 @@ distinction will be discussed later.
    • +
      -

      Reversing the flow

      +

      Reversing the flow

      As already mentioned, the nature works basically by generating raw terrain composition, then "applying" erosion, vegetation and finally this leads to biomes being formed. Let's now try a somewhat inverse approach: First generate biomes, then fit them with appropriate terrain, and finally cover in vegetation @@ -54,8 +75,9 @@ generate all the vegetation and structures in it, and those can again use the te neighboring chunks.

      +
      -

      The ComposableGenerator pipeline

      +

      The ComposableGenerator pipeline

      This leads us directly to the main pipeline that is used for generating terrain in MCServer. For technical reasons, the terrain composition step is further subdivided into Height generation and Composition generation, and the structures are really called Finishers. For each chunk the generator generates, in this @@ -77,8 +99,9 @@ have 5 biome generators and 3 height generators and you can let the users mix'n'

      +
      -

      Using coherent noise for the generation

      +

      Using coherent noise for the generation

      For a great tutorial on coherent noise, see the LibNoise documentation.

      Coherent noise is a type of noise that has three important properties that we can use to our advantage: @@ -101,7 +124,9 @@ generated for any number of dimensions.

      -

      Generating biomes

      +
      + +

      Generating biomes

      The easiest way to generate biomes is to not generate them at all - simply assign a single constant biome to everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat world type, or for testing purposes, or for tematic maps. In MCServer, this is exactly what the Constant @@ -272,7 +297,19 @@ generator uses distortion before querying the small areas.

      using the same approach as in MultiStepMap - by using a thresholded 2D Perlin noise.

      +
      + +

      Terrain height

      + + +
      + +

      Terrain composition

      + + +
      + +

      Finishers

      -

      Terrain height

      -- cgit v1.2.3 From 62ea8615b7e0adeb1ef07f6ad320cc0afa9efe0d Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Tue, 3 Jun 2014 19:08:27 +0200 Subject: docs/Generator: Updated PerlinRivers with better images. --- docs/Generator.html | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index d7eb6ba8d..35c3b4a26 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -257,10 +257,14 @@ distinguish between mushroom and mushroom-shore (image depicts a Voronoi cell fo works similarly with DistortedVoronoi). O = ocean, M = mushroom, MS = mushroom shore:

      +

      The rivers are added only to the areas that have been previously marked as land. A simple 2D Perlin noise is used as the base, where its value is between 0 and a configured threshold value, a river is created. This creates the rivers in a closed-loop-like shapes, occasionally splitting two branches off:

      - + + + +

      For the leftover land biomes, the two Perlin noises, representing temperature and humidity, are used to generate the biomes, as described earlier. Additionally, the temperature map is used to turn the Ocean biome -- cgit v1.2.3 From 9edd5507d62a9d1786852c09eeb4518fa5a758d7 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Tue, 3 Jun 2014 23:45:25 +0200 Subject: docs/Generator: Re-fixed the wording. --- docs/Generator.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 35c3b4a26..f6e7f1cd9 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -208,7 +208,7 @@ generated right next to other land biomes.

      Adding relativity

      Our next goal is to remove the first defect of the distorted Voronoi generator: unrelated biomes generating next to each other. It is highly unlikely to find a jungle biome next to a desert biome, so we -want to have as few of such borders as possible. We could further improve on the selection of +want to have as few of those borders as possible. We could further improve on the selection of biome-to-seed in the Voronoi generator. Or we can try a completely different idea altogether.

      Recall how we talked about the nature, where the biomes are formed by the specific conditions of a place. -- cgit v1.2.3 From 5fb06e21903ff55852bbfe25034aecce52be7f82 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Wed, 4 Jun 2014 23:04:17 +0200 Subject: docs/Generator: Added the TerrainHeight section. --- docs/Generator.html | 54 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 54 insertions(+) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index f6e7f1cd9..282e4c412 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -19,6 +19,7 @@ with specific implementation notes regarding MCServer.

    • Terrain height
    • Terrain composition
    • Finishers
    • +
    • Making it all faster

    @@ -304,16 +305,69 @@ using the same approach as in MultiStepMap - by using a thresholded 2D Perlin no

    Terrain height

    +

    As with biomes, the easiest way to generate terrain height is not generating at all - assigning a constant +height value to all columns. This is again useful either for internal tests, and for worlds like MineCraft's +Flat world.

    + +

    For a somewhat more realistic landscape, we will employ the good old 2D Perlin noise. We can use it +directly as a heightmap - each value we get from the noise is stretched into the desired range (usually from +40 to 120 blocks for regular MineCraft worlds) and used as the height value. However, this doesn't play too +well with the biomes we've just generated. If the biome says "ocean" and the Perlin noise says "mountain", +the end result will be unpleasant.

    + +

    So we want a height generator that is biome-aware. The easiest way of doing this is to have a separate +generator for each biome. Simply use the biome map to select which generator to use, then ask the appropriate +generator for the height value. Again, this doesn't work too well - imagine an ExtremeHills biome right next +to an Ocean biome. If no extra care is taken, the border between these two will be a high wall. The following +image shows a 2D representation (for simplification purposes) of the problem:

    + + +

    This requires some further processing. What we need is for the terrain height to be dependent not only on +the immediate biome for that column, but also on the close surroundings of the column. This is exactly the +kind of task that averaging is designed for. If we take the area of 9x9 biomes centered around the queried +column, generate height for each of the biomes therein, sum them up and divide by 81 (the number of biomes +summed), we will be effectively making a 9-long running average over the terrain, and all the borders will +suddenly become smooth. The following image shows the situation from the previous paragraph after applying +the averaging process:

    + + +

    The approach used in MCServer's Biomal generator is based on this idea, with two slight modifications. +Instead of using a separate generator for each biome, one generator is used with a different set of input +parameters for each biomes. These input parameters modify the overall amplitude and frequency of the Perlin +noise that the generator produces, thus modifying the final terrain with regards to biomes. Additionally, the +averaging process is weighted - columns closer to the queried column get a more powerful weight in the sum +than the columns further away. The following image shows the output of MCServer's Biomal terrain height +generator (each block type represents a different biome - ocean in the front (stone), plains and ice plains +behind it (lapis, whitewool), extreme hills back right (soulsand), desert hills back left (mossy +cobble)):

    + + +

    One key observation about this whole approach is that in order for it to work, the biomes must be +available for columns outside the currently generated chunk, otherwise the columns at the chunk's edge would +not be able to properly average their height. This requirement can be fulfilled only by biome generators that +adhere to the second Expected property - that re-generating will produce +the same data. If the biome generator returned different data for the same chunk each time it was invoked, it +would become impossible to apply the averaging.

    + +

    (TODO: height with variations (N/A in MCS yet)


    Terrain composition

    +

    (TODO)


    Finishers

    +

    (TODO)

    + + +
    + +

    Making it all faster

    +

    (TODO)

    -- cgit v1.2.3 From 413d90420d9061a33301a9f4c4dd43e3dbf5a393 Mon Sep 17 00:00:00 2001 From: worktycho Date: Thu, 5 Jun 2014 11:59:06 +0100 Subject: Start of GPU section. --- docs/Generator.html | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 282e4c412..304220eb2 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -20,6 +20,7 @@ with specific implementation notes regarding MCServer.

  • Terrain composition
  • Finishers
  • Making it all faster
  • +
  • Excuting a GPU
  • @@ -369,5 +370,9 @@ would become impossible to apply the averaging.

    Making it all faster

    (TODO)

    +

    Executing on a GPU

    +

    Much of the terain genertion consists of doing the same thing for every single column or block in a chunk. This +sort of computation is much faster on a GPU as GPUs are massively parallel. High end GPUs can execute up to 30,000 +threads simultaneously, which would allow them to generate every block in three chunks in parallel.

    -- cgit v1.2.3 From c5343172c118ba59e3181777fbbfd99497d78d6d Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Thu, 5 Jun 2014 12:01:02 +0100 Subject: Typographical error --- docs/Generator.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 304220eb2..860144338 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -20,7 +20,7 @@ with specific implementation notes regarding MCServer.

  • Terrain composition
  • Finishers
  • Making it all faster
  • -
  • Excuting a GPU
  • +
  • Executing a GPU
  • -- cgit v1.2.3 From 523d29b84567888b0e8876ddb1b08d73dae10597 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Thu, 5 Jun 2014 21:25:18 +0200 Subject: docs/Generator: Added basic terrain composition. --- docs/Generator.html | 32 +++++++++++++++++++++++++++++++- 1 file changed, 31 insertions(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 860144338..4647a2165 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -341,7 +341,7 @@ than the columns further away. The following image shows the output of MCServer' generator (each block type represents a different biome - ocean in the front (stone), plains and ice plains behind it (lapis, whitewool), extreme hills back right (soulsand), desert hills back left (mossy cobble)):

    - +

    One key observation about this whole approach is that in order for it to work, the biomes must be available for columns outside the currently generated chunk, otherwise the columns at the chunk's edge would @@ -356,6 +356,36 @@ would become impossible to apply the averaging.


    Terrain composition

    +

    As with the other generators, the composition generator category has its easy and debugging items, too. +There's the "special" composition of "all the blocks are the same type", which fills the entire column, from +the bottom to the height, with a single blocktype. This generator is useful when testing the generators in +the other categories, to speed up the generation by leaving out unnecessary calculations. Another special +compositor is a similar one, that fills all blocks with the same type, but the type varies for each biome. +This way it's easy to see the generated biomes and possibly the heights for those biomes, as shown in the +previous section on the height averaging screenshot.

    + +

    For a natural look, we need to put together a more complicated algorithm. The standard set forth in +MineCraft is that the top of the world is covered in grass, then there are a few blocks of dirt and finally +stone. This basic layout is then varied for different biomes - deserts have sand and sandstone instead of the +grass and dirt layer. Mushroom biomes have mycelium in place of the grass. This per-biome dependency is +trivial to implement - when compositing, simply use the appropriate layout for the column's biome.

    + +

    The next change concerns oceans. The generated heightmap doesn't include any waterlevel indication +whatsoever. So it's up to the terrain compositor to actually decide where to place water. We do this by +configuration - simply have a value in the config file specifying the sealevel height. The compositor then +has to add water above any column which has a height lower than that. Additionally, the water needs to +override per-biome layout selection - we don't want grass blocks to generate under water when the terrain +height in the plains biome drops below the sealevel accidentally.

    + +

    The final feature in the compositor is the decision between multiple composition layouts within a single +biome. A megataiga biome contains patches of non-grass dirt and podzol blocks, and the ocean floor can be +made of dirt, gravel, sand or clay. A simple 2D Perlin noise can be used to select the layout to use for a +specific column - simply threshold the noise's value by as many thresholds as there are layout variations, +and use the layout corresponding to the threshold:

    + + + +

    (TODO)

    -- cgit v1.2.3 From 34c06d8c39470322962dd2a8df0b81d87b2c7663 Mon Sep 17 00:00:00 2001 From: worktycho Date: Fri, 6 Jun 2014 10:29:10 +0100 Subject: typo --- docs/Generator.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 4647a2165..758afa229 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -20,7 +20,7 @@ with specific implementation notes regarding MCServer.

  • Terrain composition
  • Finishers
  • Making it all faster
  • -
  • Executing a GPU
  • +
  • Executing on a GPU
  • -- cgit v1.2.3 From 2ed2f20a314e6c16244b61a228ab81242547ccfd Mon Sep 17 00:00:00 2001 From: worktycho Date: Fri, 6 Jun 2014 11:38:29 +0100 Subject: Fixed numbers --- docs/Generator.html | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 758afa229..16aaf68c8 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -403,6 +403,7 @@ and use the layout corresponding to the threshold:

    Executing on a GPU

    Much of the terain genertion consists of doing the same thing for every single column or block in a chunk. This sort of computation is much faster on a GPU as GPUs are massively parallel. High end GPUs can execute up to 30,000 -threads simultaneously, which would allow them to generate every block in three chunks in parallel.

    +threads simultaneously, which would allow them to generate every block in half a chunk in parallel or every column +in over 100 chunks in parallel.

    -- cgit v1.2.3 From 702571024ca6893e62ffc4f36ff78873b55ff61c Mon Sep 17 00:00:00 2001 From: worktycho Date: Fri, 6 Jun 2014 14:02:54 +0100 Subject: Expanded GPU section --- docs/Generator.html | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 16aaf68c8..5def63e3b 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -404,6 +404,7 @@ and use the layout corresponding to the threshold:

    Much of the terain genertion consists of doing the same thing for every single column or block in a chunk. This sort of computation is much faster on a GPU as GPUs are massively parallel. High end GPUs can execute up to 30,000 threads simultaneously, which would allow them to generate every block in half a chunk in parallel or every column -in over 100 chunks in parallel.

    +in over 100 chunks in parallel. A naive comparison suggests a 800MHz a GPU with 15,000 threads can execute parallel +code 250 times faster than a 3GHz CPU with 128 bit SIMD. Obviously we want to harness that power.

    -- cgit v1.2.3 From 8c8c3ba5c4dbdf85f10df6ba1ee3dd3f6b8438d0 Mon Sep 17 00:00:00 2001 From: worktycho Date: Fri, 6 Jun 2014 14:37:11 +0100 Subject: Grammar --- docs/Generator.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 5def63e3b..17690cd5c 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -404,7 +404,7 @@ and use the layout corresponding to the threshold:

    Much of the terain genertion consists of doing the same thing for every single column or block in a chunk. This sort of computation is much faster on a GPU as GPUs are massively parallel. High end GPUs can execute up to 30,000 threads simultaneously, which would allow them to generate every block in half a chunk in parallel or every column -in over 100 chunks in parallel. A naive comparison suggests a 800MHz a GPU with 15,000 threads can execute parallel +in over 100 chunks in parallel. A naive comparison suggests that a 800MHz GPU with 15,000 threads can execute parallel code 250 times faster than a 3GHz CPU with 128 bit SIMD. Obviously we want to harness that power.

    -- cgit v1.2.3 From 87603eb28064556e97d4630a2c03d4937c4e5f22 Mon Sep 17 00:00:00 2001 From: Mattes D Date: Fri, 6 Jun 2014 19:45:17 +0200 Subject: Fixed a typo. --- docs/Generator.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 17690cd5c..e43838507 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -401,7 +401,7 @@ and use the layout corresponding to the threshold:

    (TODO)

    Executing on a GPU

    -

    Much of the terain genertion consists of doing the same thing for every single column or block in a chunk. This +

    Much of the terain generation consists of doing the same thing for every single column or block in a chunk. This sort of computation is much faster on a GPU as GPUs are massively parallel. High end GPUs can execute up to 30,000 threads simultaneously, which would allow them to generate every block in half a chunk in parallel or every column in over 100 chunks in parallel. A naive comparison suggests that a 800MHz GPU with 15,000 threads can execute parallel -- cgit v1.2.3 From 0544b96f8041e5dd31b4da84b52d23883d0853f0 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Sat, 7 Jun 2014 13:59:10 +0200 Subject: docs/Generator: Added the easy Finishers. --- docs/Generator.html | 119 +++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 117 insertions(+), 2 deletions(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index e43838507..3a7c57697 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -386,14 +386,129 @@ and use the layout corresponding to the threshold:

    +

    Nether composition

    +

    So far we've been discussing only the Overworld generator. But MineCraft contains more than that. The +Nether has a completely different look and feel, and quite different processes are required to generate that. +Recall that MineCraft's Nether is 128 blocks high, with bedrock both at the top and the bottom. Between these +two, the terrain looks more like a cavern than a surface. Not surprisingly, the Nether doesn't need a +complicated height generator, it can use the flat height. However, the terrain composition must take an +altogether different approach.

    + +

    The very first idea is to use the Perlin noise, but generate it in 3D, rather than 2D. Then, for each +block, evaluate the noise value, if below 0, make it air, if not, make it netherrack. + +

    To make it so that the bedrock at the top and at the bottom is never revealed, we can add a value +increasing the more the Y coord gets towards the bottom or the top. This way the thresholding then guarantees +that there will be no air anywhere near the bedrock.

    +

    (TODO)


    Finishers

    -

    (TODO)

    - +

    Finishers are a vast category of various additions to the terrain generator. They range from very easy +ones, such as generating snow on top of the terrain in cold biomes, through medium ones, such as growing +patches of flowers, complicated ones, such as placing trees and generating caves, all the way to very +complicated ones such as villages and nether fortresses. There is no formal distinction between all these +"categories", the only thing they have in common is that they take a chunk of blocks and modify it in some +way.

    + +

    Snow

    +

    Snow is probably the easiest of the finishers. It generates a block of snow on top of each block that is +on top of the terrain and is not marked as non-snowable. It checks the chunk's heightmap to determine the top +block, then checks whether the block supports snow on its top. Rails, levers and grass don't support snow, +for example.

    + +

    Ice

    +

    Another example of an easy finisher. This scans through the world and turn each water block on the surface +into an ice block if the biome is cold. This means that any water block that is under any kind of other +block, such as under a tree's leaves, will still stay water. Thus an additional improvement could be made by +scanning down from the surface block through blocks that we deem as non-surface, such as leaves, torches, +ladders, fences etc. Note that MCServer currently implements only the easy solution.

    + +

    Bottom lava

    +

    Most worlds in MineCraft have lava lakes at their bottom. Generating these is pretty straightforward: Use +the user-configured depth and replace all the air blocks below this depth with lava blocks. Note however, +that this makes this generator dependent on the order in which the finishers are applied. If the mineshafts +generate before bottom lava, the mineshafts that are below the lava level will get filled with lava. On the +other hand, if bottom lava is generated before the mineshafts, it is possible for a mineshaft to "drill +through" a lake of lava. MCServer doesn't try to solve this and instead lets the admin choose whichever they +prefer.

    + +

    Specific foliage

    +

    There are generators for specific kinds of foliage. The dead bushes in the desert biome and lilypads in +the swamp biome both share the same generating pattern. They are both specific to a single biome and they +both require a specific block underneath them in order to generate. Their implementation is simple: pick +several random columns in the chunk. If the column is of the correct biome and has the correct top block, +add the foliage block on top.

    + +

    In order to generate the same set of coordinates when the chunk is re-generated, we use the Perlin noise's +basis functions (the ones providing the random values for Perlin cell vertices). These basically work as a +hash function for the coorinates - the same input coordinates generate the same output value. We use the +chunk's coordinates as two of the coords, and the iteration number as the third coordinate, to generate a +random number. We then check the biome and the top block at those coordinates, if they allow, we generate the +foliage block on top.

    + +

    Another example of specific foliage is the tall grass in the plains biome. There are quite a lot of these +tall grass blocks, it would be inefficient to generate them using the random-coords approach described above. +Instead, we will use a 2D Perlin noise again, with a threshold defining where to put the grass and where +not.

    + +

    Small foliage

    +

    For the flowers, grass, mushrooms in caves etc. we want to use a slightly different algorithm. These +foliage blocks are customarily generated in small "clumps" - there are several blocks of the same type near +together. To generate these, we first select random coords, using the coord hash functions, for a center of a +clump. Then we select the type of block to generate. Finally, we loop over adding a random (coord hash) +number to the clump center coords to get the block where to generate the foliage block:

    + + +

    In order to make the clump more "round" and "centered", we want the offsets to be closer to the clump +center more often. This is done using a thing called Gaussian function distribution. Instead of having each +random number generate with the same probability, we want higher probability for the numbers around zero, +like this:

    + + +

    Instead of doing complicated calculations to match this shape exactly, we will use a much easier shape. +By adding together two random numbers in the same range, we get the probability distribution that has a +"roof" shape, enough for our needs:

    + + +

    (For the curious, there is a proof that adding together infinitely many uniform-distributed random number +produces random numbers with the Gaussian distribution.)

    + +

    This scheme can be used to produce clumps of flowers, when we select the 2D coords of the clump center on +the top surface of the terrain. We simply generate the 2D coords of the foliage blocks and use the terrain +height to find the third coord. If we want to generate clumps of mushrooms in the caves, however, we need to +generate the clump center coords in 3D and either use 3 offsets for the mushrooms, or use 2 offsets plus +searching for the closest opening Y-wise in the terrain.

    + +

    Springs

    +

    Water and lava springs are essential for making the underground quite a lot more interesting. They are +rather easy to generate, but a bit more difficult to get right. Generating simply means that a few random +locations (obtained by our familiar coord hashing) are checked and if the block type in there is stone. Then +we see all the horizontal neighbors of the block, plus the block underneath. If all of them except one are +stone, and the one left is air, our block is suitable for turning into a spring. If there were more air +neighbors, the spring would look somewhat unnatural; if there were no air neighbors, the spring won't flow +anywhere, so it would be rather useless.

    + +

    The difficult part about springs is the amount of them to generate. There should be a few springs on the +surface, perhaps a bit more in the mountaineous biomes. There should be quite a few more springs underground, +but there should definitely be more water springs than lava springs in the upper levels of the terrain, while +there should be more lava springs and almost no water springs near the bottom. To accomodate this, the +MCServer team has made a tool that scanned through MineCraft's terrain and counted the amount of both types +of springs in relation to their height. Two curves have been found for the distribution of each type of the +spring:

    + + +

    MCServer uses an approximation of the above curves to choose the height at which to generate the +spring.

    + +
    -- cgit v1.2.3 From 9ccdceaadf7aaf62d64d8d3406c46e71ef069210 Mon Sep 17 00:00:00 2001 From: Mattes D Date: Sat, 7 Jun 2014 16:41:18 +0200 Subject: docs/Generator: fixed grass confusion. --- docs/Generator.html | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 3a7c57697..0fbc2f436 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -417,8 +417,8 @@ way.

    Snow

    Snow is probably the easiest of the finishers. It generates a block of snow on top of each block that is on top of the terrain and is not marked as non-snowable. It checks the chunk's heightmap to determine the top -block, then checks whether the block supports snow on its top. Rails, levers and grass don't support snow, -for example.

    +block, then checks whether the block supports snow on its top. Rails, levers and tall grass don't support +snow, for example.

    Ice

    Another example of an easy finisher. This scans through the world and turn each water block on the surface -- cgit v1.2.3 From 8cfe6c973c21a10d6e2371917058f241e2679945 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Mon, 9 Jun 2014 01:42:03 +0200 Subject: docs/Generator: Added SmallFoliage illlustrations. --- docs/Generator.html | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 0fbc2f436..7b70033cb 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -483,6 +483,10 @@ height to find the third coord. If we want to generate clumps of mushrooms in th generate the clump center coords in 3D and either use 3 offsets for the mushrooms, or use 2 offsets plus searching for the closest opening Y-wise in the terrain.

    +

    Note that the clumps generated by this scheme may overlap several chunks. Therefore it's crucial to +actually check the surrounding chunks if their clumps overlap into the currently generated chunk, and apply +those as well, otherwise there will be visible cuts in the foliage along the chunks borders.

    +

    Springs

    Water and lava springs are essential for making the underground quite a lot more interesting. They are rather easy to generate, but a bit more difficult to get right. Generating simply means that a few random -- cgit v1.2.3 From 3a3c42276e0c22d6a199a97bee7c9c5ec5c1a98e Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Mon, 9 Jun 2014 21:18:20 +0200 Subject: docs/Generator: Fixed typo. --- docs/Generator.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 7b70033cb..90a92c553 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -474,7 +474,7 @@ By adding together two random numbers in the same range, we get the probability "roof" shape, enough for our needs:

    -

    (For the curious, there is a proof that adding together infinitely many uniform-distributed random number +

    (For the curious, there is a proof that adding together infinitely many uniform-distributed random numbers produces random numbers with the Gaussian distribution.)

    This scheme can be used to produce clumps of flowers, when we select the 2D coords of the clump center on -- cgit v1.2.3