Work from last reported to 29th Aug 2020
Lakes got the performance boost they needed, very low overhead caused by them now.
Probabilities for underground lakes, lava lakes, oasis, normal surface lakes have been adjusted to make it more realistic.
Minutes of meeting 1530 GMT 8 August 2020
Showed my work for the week
Next work would be "so the work i will be undertaking is to fix the performance issues of lakes module and figure out a way to not remove trees provided by DefaultTreeProvider ... fix the shape of Lakes"
ParadIce module...
Work for the week August 2 - August 8 2020
Refining ST worldgen/igloos with @ktksan
Bigger Lakes forming in the Lakes module
Trees spawning around lakes, also called Oasis(again thanks @ktksan ) ;)
Minutes of meeting 1530 GMT 1 August 2020
Palm trees by @Qwertygiy "The blocks are in PlantPack; there are generators in ParadIce and GenericBiomes that might need some modification to get back up to date"
Oasis PR will be up in a couple of days, next plans are to document as the worldgen...
(last week was a break, as I had IRL work)
Work for the week July 26 - August 1 2020
Got structural templates based worldgen running along with @ktksan
Oasis spawn but currently use oak trees and are spawning outside of deserts as well
Minutes of meeting 1530 GMT 18 July 2020
Showed the work in the previous thread and informed about Lakes cleanup
Note for worldgen deep dive- World Configurator values are being completely ignored
Got the module tested and merged, thanks @Cervator !
Work for the week July 12 - July 18 2020
Volcanoes now find an optimal lowest point to place start rasterizing, hence no more flying volcanoes
Basalt is used at lower heights and slate at higher heights.
Module PR is up! https://github.com/Terasology/Volcanoes/pull/1
Oasis work started!
Minutes of meeting 1530 GMT 11 July 2020
Change blocks in Volcanoes
A small addition to the plans- take a deep dive into Worldgen and improve the existing docs/tutorial
Refer StaticCities to find a way to stop trees getting into the volcano. Thanks @Skaldarnar -...
Work for the week(-1 day) July 6 - July 11 2020
Went through a lot of Border stuff in order to get the Volcanoes right
Volcanoes now check for appropriate almost flat lands to spawn
In the process of adding some docs to Borders
PR by today!
Minutes of meeting 1430 GMT 5 July 2020
Showed the work in the previous thread
Idea- Active/Dormant Volcanoes, use water instead of lava? https://discordapp.com/channels/270264625419911192/708789552235544636/729347593787670579
Trivia Time- Minecraft cacti block/soul sand is slightly smaller...
Work for the week(+1 day) June 28- July 5 2020
Shifted Volcanoes to a facet based system taking inspiration from StaticCities and World Gen Turorial
Filled the Volcanoes with lava
Introduced more parameters to control volcano diversity
Just some final tweaks remaining before the PR comes!
Work for the week June 11 - June 27 2020
File PR for changes in Simplex and Perlin and got it merged
File PR for the radial noise based region selector
Made Volcanoes!
(It will be filled with Lava soon)
Also the blog is up! https://sin3point14.bearblog.dev/
Minutes of meeting 1530 GMT 20 June 2020
Showed the progress report of the above post
Suggested to work on a new module for Volcanoes
Suggested to look at Lakes/StaticCities modules to get inspiration for Volcano placement
Radial Noise Generator will be added to CoreWorlds
Work for the week June 14- June 20 2020
Implemented my radial noise generator PoC using the tileable perlin noise-
Tried to create a 2D tileable simplex noise but it is mathematically not possible for square-shaped tiling without artefacts. Managed a 1D implementation for any amount of...
Minutes of meeting 1530 GMT 13 June 2020
Informed of all the progress and finding posted above
Answered several queries regarding the specifics of work and why am I doing what I am doing(Answer)
My next work- Control grid sizes in simplex noise generator and put up a PR
Was given a couple of...
Work for the week June 7- June 13 2020
Read about how tillable noise are implemented link
A note- Found another good noise generator for "blocky" noise in this- Contoli Noise
Read the original papers from which Terasology's Simplex and Perlin noise implementation are taken link
Discovered a...
Minutes of meeting 1530 GMT 6 June 2020
This was the first meeting so most stuff discussed was to finalize the pre-TSOC stuff here
2 report threads will be made here weekly, one will be the minuted of meeting and other will be the work done in the week
I will be starting a blog to document and...
Terasology has great support for generating wide terrain features on the scale of biomes but the biomes themselves lack certain localised small features which add to that biome's uniqueness, My project aims to add support for such features to be created and try my hand at creating a few of them...
Hello! I have been doing some(some = 1 till now :p ) experimentation on creating "localised noise generators".
Why?
Let's say we want to make a single mountain using noise. We'll create a sparse facet and extend Borders to reserve a region for that mountain. But when we're sampling noise how...