Hi
@Cpt. Crispy Crunchy and welcome
Good to have you here showing interest in these topics. Especially the agent-based simulation hasn't seen that much attention of potential GSoC students yet. I'm looking forward to your ideas, questions, and contributions!
To get you started, fork the project on Github and get yourself setup to run from source. You might find the
Dev Setup Guide useful. Once you've done that, familiarize yourself with our code base, attempt working on some of the
contributor friendly issues, or just toy with the code and let us know about it
For the agent-based simulation topic (
#944) there is a lot of reading the
related forum thread. For both topics you mentioned, the
tutorial on world generation should give you a good idea how our facet world generation works, how to deal with chunks and chunk borders, and so on. The
Cities module is a good example of how a world gets populated with "features" and how they are implemented.
Also, I wonder if your engine could be ported to use lookup tables to create more complex voxel polygons?
I'm not 100% sure what you mean with this. Blocks can have an "arbitrary" shape (should fit in the 1x1x1 cube), and we can have bigger objects that can be placed like blocks. Furthermore, there are multi-block structures, like doors (actually 2 blocks, placed as a whole) or a furnace (placed block by block, becomes a furnace on completion).
If you were refering to the visual representation of the terrain, you might want to ask one of our 3d wizards