--- Log opened Thu Mar 10 00:00:53 2011 |
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05:43 | | * Vornicus reads Notch's description of his basic terrain generator, finds it Quite Interesting. |
05:43 | < celticminstrel> | ? |
05:44 | <@Vornicus> | http://notch.tumblr.com/post/3746989361/terrain-generation-part-1 |
05:56 | < Rhamphoryncus> | I don't fully understand that overhang bit |
05:58 | < Rhamphoryncus> | maybe it's something like if it's below 64 (water level) it's either exposed and becomes water or enclosed and gets filled in? |
06:26 | <@Vornicus> | The overhang bit, um. |
06:26 | <@Vornicus> | You've played Minecraft yes? |
06:30 | <@Vornicus> | If so, you've probably noticed that some areas in the mountains you'll get f'rinstance big arches and so forth? |
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06:32 | <@Vornicus> | That's what he means by overhangs. |
06:33 | <@Vornicus> | So his 3d noise thingy was built to make those possible; a 2d noise function would make no such overhangs. |
06:35 | <@Vornicus> | The caves and so forth are made with a different algorithm; I think the whole thing goes something like, uh. Draw the overworld map, overhangs and all, then fill in the ocean, then cut lakes and caves and stuff and plant trees... |
06:50 | < Rhamphoryncus> | I play it lots and do know what the overhangs are |
06:51 | < Rhamphoryncus> | And yes, I know caves/tunnels are different |
06:51 | < Rhamphoryncus> | I don't understand *how* it does the overhang |
06:52 | < Rhamphoryncus> | "To make sure the bottom layer is solid and the top isn't, I just add the height (offset by the water level) to the sampled result." |
06:53 | <@Vornicus> | it's 3d perlin noise... plus a gradient. |
06:54 | <@Vornicus> | then it smooths and thresholds and there's the ground. |
06:54 | | * Rhamphoryncus scratches his head |
06:55 | <@Vornicus> | hang on, let me see if I have a noise generator here. |
06:55 | < Rhamphoryncus> | I understand perlin noise and how to make a heightmap from it |
06:55 | <@Vornicus> | It's not making a heightmap. |
06:56 | < Rhamphoryncus> | Previous versions did |
06:56 | <@Vornicus> | What it's making is a sponge. |
06:56 | < Rhamphoryncus> | And yeah, I understand switching to 3d and using density, resulting in a sponge |
06:57 | < Rhamphoryncus> | But the maps are clearly not sponges. They closely resemble height maps, except when they don't |
06:58 | <@Vornicus> | But then what he's doing is making the sponge less dense as he goes up. And, I suspect, there's a bit where he biases it according to a chunk-scale height map. |
06:59 | < Rhamphoryncus> | oooh, he's adding the height to the density, which affects the air/stone threshold |
06:59 | <@Vornicus> | Right. |
06:59 | < Rhamphoryncus> | thanks |
07:01 | < Rhamphoryncus> | The water level bit is actually a red herring. None of the constant factors are relevant to the explanation |
07:01 | < Rhamphoryncus> | argh crashing game has turned off keyboard repeat |
07:02 | < Rhamphoryncus> | yay fixed |
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18:40 | < gnolam> | Ka-ching! |
18:40 | < gnolam> | Just got the official A-OK that they could hire me. |
18:41 | < gnolam> | And thus begins the rise... of the RADIOACTIVE AMPHIBIANS. |
18:41 | | * gnolam laughs maniacally. |
18:41 | | * Alek hides the phone. "Who, me? calling the superheroes? you must be mistaken." |
18:42 | | * ErikMesoy hides the scissors. "What, that phone line? It must have snapped in an accident." |
18:55 | | * gnolam boggles at the "desired tax percentage" field on the hourly wages form though. |
18:58 | <@Tamber> | "0%" |
18:59 | < Alek> | How do you cut a cellular connection with scissors, anyway? |
18:59 | <@Tamber> | Wireless scissors, like, duh! |
18:59 | <@Tamber> | ;) |
18:59 | < gnolam> | "What use is a phone call... if you can't dial?" *snip* *snip* *snip* *snip* *snip* *snip* |
18:59 | <@Tamber> | hehe |
19:09 | < Alek> | you could dial with your toes. |
19:09 | < Alek> | you could dial with your nose. |
19:10 | <@Tamber> | Or your tongue. |
19:10 | < Alek> | you could dial with your... never you mind. |
19:15 | < gnolam> | Alek: guess what the sixth *snip* was about. |
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--- Log closed Fri Mar 11 00:00:54 2011 |