fatman1 wrote:Hmm, are you using polygon-based rendering or voxels? Just because voxels are much better for rendering vasts amount of data (for things like Minecraft, which uses voxels... I think).
You might want to look into that, as it could speed up the game and/or use lesser resources. I'm no expert though. Other than that, looks like you're making great progress.
I've heard of this but no looked into it, so I have no idea if that's the method I use xD
If the original Minecraft uses it then surely it's worth looking into. I'm trying to follow the same designs it uses.
fatman1 wrote:
How are you doing terrain generation? I've heard Notch creates a perlin noise map and goes from there.
I'm amazed how often people ask me this
Long answer:
I'm not entirely sure how that perlin noise map buisness works but as of now the maps get loaded from a heightmap BMP image. I find the best results I've gotten so far is to generate a greyscale image, fill it with noise and then blur the whole image and add some contrast. Then it comes out with a pretty decent looking map. Because it's fairly level but there are hills and humps where the noise was denser.
After that stuff like trees/cliffs get added and then the blocks gets their types determined by a set of rules. For example, if the block is less than 30 blocks down it could be dirt or rock.
Even though it's currently statically loaded from a BMP I hope to eventually have this dynamically generated at run time with everything else.
Then if you want a map filled with hills and cliffs, just turn the amount of noise up. Want a completely level terrain? Bring the level of noise to 0.
Short answer:
Heightmap.
dandymcgee wrote:N64vSNES wrote:
Now you're probably thinking, wait!? is that tree on a hill?! but I thought there was a bug with trees on hills?!
Actually I was thinking, "oh cool, a tree".
It's a mighty fine tree