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  1. Sin3point14

    WorldGen/Debugging

    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.
  2. Sin3point14

    WorldGen/Debugging

    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...
  3. Sin3point14

    WorldGen/Debugging

    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 ) ;)
  4. Sin3point14

    WorldGen/Debugging

    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...
  5. Sin3point14

    WorldGen/Debugging

    (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
  6. Sin3point14

    WorldGen/Debugging

    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 !
  7. Sin3point14

    WorldGen/Debugging

    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!
  8. Sin3point14

    WorldGen/Debugging

    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 -...
  9. Sin3point14

    WorldGen/Debugging

    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!
  10. Sin3point14

    WorldGen/Debugging

    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...
  11. Sin3point14

    WorldGen/Debugging

    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!
  12. Sin3point14

    WorldGen/Debugging

    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/
  13. Sin3point14

    WorldGen/Debugging

    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
  14. Sin3point14

    WorldGen/Debugging

    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...
  15. Sin3point14

    WorldGen/Debugging

    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...
  16. Sin3point14

    WorldGen/Debugging

    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...
  17. Sin3point14

    WorldGen/Debugging

    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...
  18. Sin3point14

    WorldGen/Debugging

    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...
  19. Sin3point14

    Noise Generator for terrain features

    Thanks @Skaldarnar , I'll try to collect better visualisations and then hopefully start working on it!
  20. Sin3point14

    Noise Generator for terrain features

    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...
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