Comments (8)
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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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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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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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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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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A nice biome diagram: http://w3.marietta.edu/%7Ebiol/biomes/biome_main.htm
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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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We weren't able to implement a few features, but most of this was done.
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Related Issues (20)
- Use configuration parameters for context creation
- Implement instancing for pillar rendering HOT 1
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- Write down convention for shaders HOT 1
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- Tracking issue: shadow HOT 8
- Tracking issue: HDR and friends HOT 5
- view frustum culling to improve performance #RenderWhatMatters HOT 2
- Lower-resolution bloom HOT 1
- Optimize performance of particle system HOT 1
- CI: Validate Shaders
- Move Vertex Buffer building to chunk loader thread HOT 2
- GLSL 4.00 required HOT 1
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- Git credential.helper Fehler HOT 3
- glium dependency has a broken link HOT 4
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