-
Notifications
You must be signed in to change notification settings - Fork 0
Home
Daniel Bengl edited this page Feb 10, 2025
·
3 revisions
Welcome to the rsmc wiki!
Terrain generation (#53)
- Step (terrain shaping)
- 3D fractal perlin noise with low frequency, squash factor to determine terrain density at xyz.
- 2D fractal perlin noise with higher frequency serving as a base layer. Use splines for ridged height map.
- Subtract 3D fractal perlin noise to get cave generation.
- Use strongly flattened 3D noise perlin or worley noise for different rock layers.
- Place stone (base)
- Step (Decorating)
- Place grass on blocks where there is air above
- Use white noise to place some ores, grow them randomly?