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Terrain Generation #3
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I did this so far , a little flavor but no caves NoaTerrainGen.prototype.genAdvancedTerrain = function(id, data, x, y, z, blockIDs, options, seed) {
} |
What does this code do? |
add some color |
There is usually a number after your username. What is that? |
I also just updated noa-terrain-gen an made it use another noise generator, apparently more optimized. |
I found the code for the nice caves ut its refusing to connect to simplex2 , heres the code ` var terrainXZ = 80,
}
} |
in index.js you put this in worlddataneeded
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It's probably refusing because I switched the library for noise take a look at noa-world-gen |
I didnt update to your new library yet |
Oh okay |
it says Cannot read property 'simplex2' |
I recommend updating, as I do not have the old version on hand, there is not much of a difference. |
ok |
Also there are multiple undefined variables. You probably for got to send those along with the code. |
wait I have a new code |
how about this but too noisy im getting closer NoaTerrainGen.prototype.genAdvancedTerrain = function(id, data, x, y, z, blockIDs, options) { |
Keep in mind we have to optimize this for browser use. |
ok I think I found a lead can you change that sentence into a simplex3d one
I tried and my braine went ahhhhhhhh |
sorry this |
Okay I'll try |
thanks your the best ,let me give you a present , if you want your character to fly put this var hovering = false }) }) var body = noa.entities.getPhysicsBody(noa.playerEntity) function hover(noa, body) { |
Okay thanks for the present! var random = Math.floor((this.simplexNoise.noise3D((x1 + x) / options.a_zoom, (y1 + y) / options.a_zoom, (z1 + z) / options.a_zoom) * options.a_height) + (this.simplexNoise.noise3D((x1 + x) / options.b_zoom, (y1 + y) / options.b_zoom, (z1 + z) / options.b_zoom) * options.b_height) (this.simplexNoise.noise3D((x1 + x) / options.c_zoom, (y1 + y) / options.c_zoom, (z1 + z) / options.c_zoom) * options.c_height)); |
one step for man , one giant step for.... |
damn |
it worked there was a + missing lol |
Oh okay I was scared for a second |
man it does affect frame rate |
yeah, 3D noise is very heavy. |
maybe the amount is too high |
shoot im going to have to let go of this obsession for now lol |
lol okay |
do you know wath version of babylon your using , because your frame rate and the way your land generates is fast non patchy , and im using a gaming pc |
thanks for the help have to go |
Sorry I was eating, I am using the latest version of Babylon |
I kind of figure it out but I have a problem heres the code NoaTerrainGen.prototype.genAdvancedTerrain = function(id, data, x, y, z, blockIDs, options) {
} function addBlocksInSphere(data,noa, id, pos, radius) {
} } ok it works it makes little caves but the have to be in the middle of the chunks ,it it hits the edge it makes a hole in map ,so I need a worm meaning an algorithm that will add air surrounded with blocks so even if it hits an edge it waill add a opaque block there , wath do you think |
cant believe github doesnt allow to paste code properly let me try again
} function addBlocksInSphere(data,noa, id, pos, radius) {
} }` |
if you want to copy and paste code use this before and after the code: As you are just doing this: |
Put all code here for Terrain Generation Ideas.
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