Dylbmer Posted February 1, 2025 Report Posted February 1, 2025 (edited) I saw this video and thought it could be of use since there is a terrain generation thing in the road map. nuff said i reckon Edited February 1, 2025 by Dylbmer
Thorfinn Posted February 1, 2025 Report Posted February 1, 2025 (edited) Welcome to the forums, @Dylbmer Would be interesting. It would also require generating the plates (or at least a goodly share of them) when creating a new world. The "distortion" could be added in a manner analogous to our current terrain generation. So other than the up-front time, it might actually run a tad faster. Not sure how well it would work in practice in a voxel builder game, as it is not based on cubes, but rather kind of a "voxeliztion" of a polyhedron. Specifically, how do you store voxels in a non-cubic space? It would work well indeed for something like an RPG, though. VS has an interesting approach to generating the kinds of features he says can't be generated by Perlin noise. by using different parameters for the Perlin noise depending on what kind of landform it wants to generate, described in the aptly named "landforms.json". No, it's not perfect. While you can see features consistent with uplifts and rift valleys, they usually don't make tectonic sense, but then again maybe a game doesn't have to? Edited February 1, 2025 by Thorfinn
Thorfinn Posted February 1, 2025 Report Posted February 1, 2025 (edited) 7 hours ago, Thorfinn said: It would also require generating the plates (or at least a goodly share of them) when creating a new world. I just realized it wouldn't take all that much. Either set the plate size to be a minimum of the max view distance from spawn, so that you need generate only 1 plate, or spiral out from spawn until you have a couple view distances plated out from every player before initial spawn. It might also impose a brief pause on a player's respawn if he dies and you have a large respawn radius and it has not generated that one yet. But I still think the problem is going to be mashing cubes into those polyhedra. From any point, it's easy to figure out the adjacent block in a cartesian system, and even a modified steradial system would not be too bad, since it would approximate to cartesian, but polygons? Those will rarely be aligned NS or EW. Edited February 1, 2025 by Thorfinn
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