From 49b39f97e0d947c655aad64317a6500f94ad61ef Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Tue, 3 Jun 2014 14:00:50 +0200 Subject: Generator article: Added TOC with links. --- docs/Generator.html | 51 ++++++++++++++++++++++++++++++++++++++++++++------- 1 file changed, 44 insertions(+), 7 deletions(-) diff --git a/docs/Generator.html b/docs/Generator.html index d965cf5d2..d7eb6ba8d 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -8,7 +8,24 @@ specific to MCServer, though, it can be viewed as a generic guide to various terrain-generating algorithms, with specific implementation notes regarding MCServer.

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Preface: How it's done in real life

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Contents: +

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Preface: How it's done in real life

The nature has many complicated geological, physical and biological processes working on all scales from microscopic to planet-wide scale, that have shaped the terrain into what we see today. The tectonic plates collide, push mountain ranges up and ocean trenches down. Erosion dulls the sharp shapes. Plantlife takes @@ -21,7 +38,10 @@ mainly because in the nature everything interacts with everything. If a mountain way that the precipitation is carried by the wind to the lands beyond the mountains, thus changing the erosion rate there and the vegetation type.

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Expected properties

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Expected properties

For a MineCraft-like game terrain generator we need the generator to have several properties: