No, just make sure it always generates two… 8)
I recommend you using two or more noises: first noise for overall height of terrain (example below, I disabled another noises):
Second, biome-dependent noise (I disabled first noise):
Added together, this noises can create really good and natural looking terrain:
This method have one drawback - generation is rather slow, so you must put it in another thread. (generating terrain like on third screen, 33X33 16X256X16 chunks is taking about 10-15 seconds).
I recommend you using two or more noises: first noise for overall height of terrain (example below, I disabled another noises):
Second, biome-dependent noise (I disabled first noise):
Added together, this noises can create really good and natural looking terrain:
This method have one drawback - generation is rather slow, so you must put it in another thread. (generating terrain like on third screen, 33X33 16X256X16 chunks is taking about 10-15 seconds).
If you’re going for minecraft-style terrain, then a lot of it’s variety comes from using 3d noise and applying a threshold based on height, rather than using 2d noise as a heightfield.
If you’re going for minecraft-style terrain, then a lot of it’s variety comes from using 3d noise and applying a threshold based on height, rather than using 2d noise as a heightfield.
Chunk loading is done in a different thread already.
As for generation so far.
For each biome I have an octave of simplex noise with a different height, scale, offset etc.
I put them all together, then take te tallest for that x,z coordinate, and generate that column with the biome data.
I’m also experimenting with different operations with the noise (biomes within biomes, multiplication of octaves, addition etc.)
Chunk loading is done in a different thread already.
As for generation so far.
For each biome I have an octave of simplex noise with a different height, scale, offset etc.
I put them all together, then take te tallest for that x,z coordinate, and generate that column with the biome data.
I’m also experimenting with different operations with the noise (biomes within biomes, multiplication of octaves, addition etc.)
Water! (Not dynamic. Just fixed tiles at a fixed height)
Swimming is working too.
A “little more work” on World generation and then I’ll begin on player models.
Water! (Not dynamic. Just fixed tiles at a fixed height)
Swimming is working too.
A “little more work” on World generation and then I’ll begin on player models.
Looking real nice! I love the basic textures you’re using and the lighting looks amazing.
Looking real nice! I love the basic textures you’re using and the lighting looks amazing.
Very, very, very basic textures.
Some might say there aren’t any textures at all.
Very, very, very basic textures.
Some might say there aren’t any textures at all.
It will be not so simple add texture to Merged Vertex model unknown size.
Its possible but hard
I think I know how, but I am not sure don’t have time to test
(sorry that don’t sharing its may be stupid not working idea)
Nice project, good progress so far =)
You can use repeating textures (GL_REPEAT), which would be quite easy.
It will be not so simple add texture to Merged Vertex model unknown size.
Its possible but hard
I think I know how, but I am not sure don’t have time to test
(sorry that don’t sharing its may be stupid not working idea)
Nice project, good progress so far =)
You can use repeating textures (GL_REPEAT), which would be quite easy.
The other day, I was bored, and I decided to do a little bit of work on this again.
So I added in biome/chunk decorators.
How they work is when the 8 surrounding chunks have been loaded, it goes through a second stage of generation which does things like trees, to make sure that anything generated on the border doesn’t get cut off.
And, to finish off, I ramped up the jump power, and took a screenshot a world:
The other day, I was bored, and I decided to do a little bit of work on this again.
So I added in biome/chunk decorators.
How they work is when the 8 surrounding chunks have been loaded, it goes through a second stage of generation which does things like trees, to make sure that anything generated on the border doesn’t get cut off.
And, to finish off, I ramped up the jump power, and took a screenshot a world:
Just wondering how you did collision?