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Optimize ground generation + new natural elements #421
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Thanks for the PR! Just a few minor notes from me. Is there any particular reason for the bedrock at MIN_Y? I guess this is a similar discussion like for the second dirt layer hahha. I just think that this will increase the generation speed unnecessarily with something that most users won't even see in this case. I'd love to hear your opinion about this.
Were you able to check the generation speed before / after with different map sizes? I don't know the exact numbers but I recall that it actually helped a lot back then. Might also be outdated by now, just making sure :)
I will check that! |
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Hello, thanks for your feedback.
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Here are the results: Bbox: 49.383714 15.605736 49.430403 15.689163 (31.3 km²) With precalculation: No precalculation: As we can see, it's nearly the same, so that's why I think we don't really have to pre-calculate ground levels. Also I noticed that with pre-calculation it takes about 20s longer to compile Arnis |
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I am going to add some improvements to generation of some natural surfaces, so drafting this temporarily |
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Added generation of dead bush in natural:sand, this is how some random desert in Libya looks like |
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Very cool, thanks a lot! I'm always happy about visual enhancements :) |
If you mean that bedrock might be higher than -64 in the future, I don't think it's a good idea. I am trying to make the generated map be as close as possible to a normal minecraft world. while also keeping it realistic and corresponding to the OSM data. There are suggestions like #350, and I really like the idea of making it possible to survive on a generated map, so I'm slowly moving towards adding an option of generating resources, and that's why everything between the ground level and -64 has to be filled with stone, only with bedrock being at the lowest level P.S. We also might add some underground structures in the future, like subway tunnels, that's another reason why we need some space under the ground |
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@louis-e just a ping to be sure that you are aware of my reply |
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Alright, then let's keep it as it is for now - I also really need to get some sleep now haha! |






Some technical changes:
if ground.elevation_enabled {...} else {...}so the code is simpler, both modes share the same code now and ground is generated the same way in both modes, also fillground works for the flat mode, which can be useful in the future.Suggestion: I think default ground_level should be changed from -62 to -61 and the region.template should be changed to generate a normal superflat world, with 1 grass, 2 dirt, 1 bedrock to match the new generation. There was a discussion in #384 about that file, but I still don't know how to change it, so @louis-e please do this if you agree with my idea
Improvements to generation:
Todo: