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LukasKalbertodt avatar LukasKalbertodt commented on August 23, 2024 1

We could implement the NoiseProvider trait for a wrapper type around OpenSimplex2, right? This would allow us to use the worldgen API. It's a bit sad that worldgen is limited to 2D noise functions. If we want to use OpenSimplex3 later, we had to use the noise API anyway...

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jonas-schievink avatar jonas-schievink commented on August 23, 2024

There's already an OpenSimplex noise implementation in Rust: https://github.com/bjz/noise-rs (sadly, no non-broken docs are hosted anywhere)

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jonas-schievink avatar jonas-schievink commented on August 23, 2024

Temporary docs for the noise crate: https://jonas-schievink.github.io/noise-rs/noise/index.html

The API isn't as nice as the worldgen crate API, but if it works it works.

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jonas-schievink avatar jonas-schievink commented on August 23, 2024

So apparently worldgen requires nightly Rust because it uses some syntax extension. Would be really nice if that was more obvious to see (other than compilation failing). Gonna use noise without it then...

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toschneider avatar toschneider commented on August 23, 2024

object placement http://gamedev.stackexchange.com/questions/31724/how-can-you-procedurally-place-objects-in-a-non-gridded-game

http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/

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jonas-schievink avatar jonas-schievink commented on August 23, 2024

A nice biome diagram: http://w3.marietta.edu/%7Ebiol/biomes/biome_main.htm

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jonas-schievink avatar jonas-schievink commented on August 23, 2024

Okay so I'm playing around with using 3D noise for terrain generation instead of a 2D height map, and it's looking extremely interesting (unlike our 2D terrain, which was kinda boring).

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LukasKalbertodt avatar LukasKalbertodt commented on August 23, 2024

We weren't able to implement a few features, but most of this was done.

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