From 80e1eb37ddfcbd224fe1d3491201ba8db3e1114f Mon Sep 17 00:00:00 2001 From: Mattes D Date: Fri, 1 Jan 2016 21:05:09 +0100 Subject: Renamed leftover strings to Cuberite / Server, as needed. Also upgraded the user setting file for MSVC to 2013. --- docs/Generator.html | 36 ++++++++++++++++++------------------ 1 file changed, 18 insertions(+), 18 deletions(-) (limited to 'docs/Generator.html') diff --git a/docs/Generator.html b/docs/Generator.html index 85ebb91ca..3d4e09afe 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -1,12 +1,12 @@ -Generating terrain in MCServer +Generating terrain in Cuberite -

Generating terrain in MCServer

-

This article explains the principles behind the terrain generator in MCServer. It is not strictly -specific to MCServer, though, it can be viewed as a generic guide to various terrain-generating algorithms, -with specific implementation notes regarding MCServer.

+

Generating terrain in Cuberite

+

This article explains the principles behind the terrain generator in Cuberite. It is not strictly +specific to Cuberite, though, it can be viewed as a generic guide to various terrain-generating algorithms, +with specific implementation notes regarding Cuberite.

Contents:

-

This is the approach implemented in MCServer's MultiStepMap biome generator. It generates biome maps like +

This is the approach implemented in Cuberite's MultiStepMap biome generator. It generates biome maps like this:

@@ -296,10 +296,10 @@ generator uses distortion before querying the small areas.



-

The following image shows an example output of a TwoLevel biome generator in MCServer:

+

The following image shows an example output of a TwoLevel biome generator in Cuberite:

-

Note that rivers are currently not implemented in this generator in MCServer, but they could be added +

Note that rivers are currently not implemented in this generator in Cuberite, but they could be added using the same approach as in MultiStepMap - by using a thresholded 2D Perlin noise.

@@ -332,12 +332,12 @@ suddenly become smooth. The following image shows the situation from the previou the averaging process:

-

The approach used in MCServer's Biomal generator is based on this idea, with two slight modifications. +

The approach used in Cuberite's Biomal generator is based on this idea, with two slight modifications. Instead of using a separate generator for each biome, one generator is used with a different set of input parameters for each biomes. These input parameters modify the overall amplitude and frequency of the Perlin noise that the generator produces, thus modifying the final terrain with regards to biomes. Additionally, the averaging process is weighted - columns closer to the queried column get a more powerful weight in the sum -than the columns further away. The following image shows the output of MCServer's Biomal terrain height +than the columns further away. The following image shows the output of Cuberite's Biomal terrain height generator (each block type represents a different biome - ocean in the front (stone), plains and ice plains behind it (lapis, whitewool), extreme hills back right (soulsand), desert hills back left (mossy cobble)):

@@ -425,7 +425,7 @@ snow, for example.

into an ice block if the biome is cold. This means that any water block that is under any kind of other block, such as under a tree's leaves, will still stay water. Thus an additional improvement could be made by scanning down from the surface block through blocks that we deem as non-surface, such as leaves, torches, -ladders, fences etc. Note that MCServer currently implements only the easy solution.

+ladders, fences etc. Note that Cuberite currently implements only the easy solution.

Bottom lava

Most worlds in MineCraft have lava lakes at their bottom. Generating these is pretty straightforward: Use @@ -433,7 +433,7 @@ the user-configured depth and replace all the air blocks below this depth with l that this makes this generator dependent on the order in which the finishers are applied. If the mineshafts generate before bottom lava, the mineshafts that are below the lava level will get filled with lava. On the other hand, if bottom lava is generated before the mineshafts, it is possible for a mineshaft to "drill -through" a lake of lava. MCServer doesn't try to solve this and instead lets the admin choose whichever they +through" a lake of lava. Cuberite doesn't try to solve this and instead lets the admin choose whichever they prefer.

Specific foliage

@@ -500,12 +500,12 @@ anywhere, so it would be rather useless.

surface, perhaps a bit more in the mountaineous biomes. There should be quite a few more springs underground, but there should definitely be more water springs than lava springs in the upper levels of the terrain, while there should be more lava springs and almost no water springs near the bottom. To accomodate this, the -MCServer team has made a tool that scanned through MineCraft's terrain and counted the amount of both types +Cuberite team has made a tool that scanned through MineCraft's terrain and counted the amount of both types of springs in relation to their height. Two curves have been found for the distribution of each type of the spring:

-

MCServer uses an approximation of the above curves to choose the height at which to generate the +

Cuberite uses an approximation of the above curves to choose the height at which to generate the spring.