Hey,
in the last days I had some success with implementing polygonal based lakes.
It has still some problems but it works reliable enough to give you a first look .
Current Features:
I can only recommend to enable Caves additionally, though it gets quite cpu intensive. However it creates a nice minecrafty feeling already . Though sometimes lakes are a bit cutoff by the caves... Maybe some solid bottom of the underground lakes would fix this.
Any further tips which improve performance more are very appreciated
Code:
https://github.com/Terasology/Lakes/blob/master/README.md
Preview:
in the last days I had some success with implementing polygonal based lakes.
It has still some problems but it works reliable enough to give you a first look .
Current Features:
- Underground lakes with a bit of air above them.
- Surface lakes which are embedded into the ground and closed with a sand "tub"
- Lava lakes: very few on the surface and more and more the deeper it gets, with a checkbox to turn them off and on
- join adjacent surface lakes together to one waterheight
- add lake biome and maybe some lake specific plants?
- add additional probability for lakes to spawn in caves from Josharias cave module
- modify probability for lakes based of SurfaceHumidityFacet
- get the "tub" to look more appealing
- more configurations at worldgen details
- more biomes: Swamps, volcanic surface etc
- Sometimes lakes get created above thin cracks in the surface causing leaks of the water
- Plants still spawn above lakes because of missing biomefacetmodification
I can only recommend to enable Caves additionally, though it gets quite cpu intensive. However it creates a nice minecrafty feeling already . Though sometimes lakes are a bit cutoff by the caves... Maybe some solid bottom of the underground lakes would fix this.
Any further tips which improve performance more are very appreciated
Code:
https://github.com/Terasology/Lakes/blob/master/README.md
Preview:
Last edited: