code logs -> 2011 -> Thu, 10 Mar 2011< code.20110309.log - code.20110311.log >
--- 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
code logs -> 2011 -> Thu, 10 Mar 2011< code.20110309.log - code.20110311.log >