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Daniel Bengl edited this page Feb 10, 2025 · 3 revisions

Welcome to the rsmc wiki!

Implementation notes

Terrain generation (#53)

  1. 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)
  1. Step (Decorating)
  • Place grass on blocks where there is air above
  • Use white noise to place some ores, grow them randomly?

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