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<html>
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<head>
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<title>Generating terrain in MCServer</title>
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<body>
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<h1>Generating terrain in MCServer</h1>
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<p>This article explains the principles behind the terrain generator in MCServer. It is not strictly
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specific to MCServer, though, it can be viewed as a generic guide to various terrain-generating algorithms,
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with specific implementation notes regarding MCServer.</p>
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<h2>Preface: How it's done in real life</h2>
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<p>The nature has many complicated geological, physical and biological processes working on all scales from
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microscopic to planet-wide scale, that have shaped the terrain into what we see today. The tectonic plates
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collide, push mountain ranges up and ocean trenches down. Erosion dulls the sharp shapes. Plantlife takes
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over to further change the overall look of the world.</p>
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<p>Generally speaking, the processes take what's there and change it. Unlike computer generating, which
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usually creates a finished terrain from scratch, or maybe with only a few iterations. It would be unfeasible
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for software to emulate all the natural processes in enough detail to provide world generation for a game,
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mainly because in the nature everything interacts with everything. If a mountain range rises, it changes the
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way that the precipitation is carried by the wind to the lands beyond the mountains, thus changing the
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erosion rate there and the vegetation type. </p>
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<h2>Expected properties</h2>
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<p>For a MineCraft-like game terrain generator we need the generator to have several properties:
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<ul>
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<li>The generator must be able to generate terrain in small chunks. This means it must be possible to
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generate each of the chunks separately, without dependencies on the neighboring chunks. Note that this
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doesn't mean chunks cannot coordinate together, it means that "a tree in one chunk cannot ask if there's
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a building in the neighbor chunk", simply because the neighbor chunk may not be generated yet.</li>
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<li>The generated chunk needs to be the same if re-generated. This property is not exactly required, but it
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makes available several techniques that wouldn't be possible otherwise.</li>
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<li>The generator needs to be reasonably fast. For a server application this means at least some 20 chunks
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per second for chunks close to each other, and 5 chunks per second for distant chunks. The reason for this
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distinction will be discussed later.</li>
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</ul>
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</p>
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<h2>Reversing the flow</h2>
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<p>As already mentioned, the nature works basically by generating raw terrain composition, then "applying"
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erosion, vegetation and finally this leads to biomes being formed. Let's now try a somewhat inverse
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approach: First generate biomes, then fit them with appropriate terrain, and finally cover in vegetation
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and all the other stuff.</p>
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<p>Splitting the parts like this suddenly makes it possible to create a generator with the required
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properties. We can generate a reasonable biome map chunk-wise, independently of all the other data. Once we
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have the biomes, we can compose the terrain for the chunk by using the biome data for the chunk, and
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possibly even for neighboring chunks. Note that we're not breaking the first property, the biomes can be
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generated separately so a neighboring chunk's biome map can be generated without the need for the entire
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neighboring chunk to be present. Similarly, once we have the terrain composition for a chunk, we can
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generate all the vegetation and structures in it, and those can again use the terrain composition in
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neighboring chunks.</p>
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<h2>The ComposableGenerator pipeline</h2>
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<p>This leads us directly to the main pipeline that is used for generating terrain in MCServer. For
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technical reasons, the terrain composition step is further subdivided into Height generation and Composition
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generation, and the structures are really called Finishers. For each chunk the generator generates, in this
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sequence:
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<ul>
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<li>Biomes</li>
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<li>Terrain height</li>
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<li>Terrain composition</li>
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<li>Finishers</li>
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</ul>
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</p>
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<img src="img/biomes.jpg" />
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<img src="img/terrainheight.jpg" />
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<img src="img/terraincomposition.jpg" />
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<img src="img/finishers.jpg" />
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<p>The beautiful thing about this is that the individual components can be changed independently. You can
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have 5 biome generators and 3 height generators and you can let the users mix'n'match.
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</p>
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<h2>Using coherent noise for the generation</h2>
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<p>For a great tutorial on coherent noise, see the <a href="http://libnoise.sourceforge.net/">LibNoise
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documentation</a>.</p>
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<p>Coherent noise is a type of noise that has three important properties that we can use to our advantage:
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<ul>
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<li>The noise is smooth</li>
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<li>The noise is algorithmically generated, which means that the same data is generated when the same
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parameters are given to the noise functions.</li>
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<li>The noise can be seamlessly extended in any direction</li>
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</ul></p>
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<p>We'll be mostly using Perlin noise in this article. It is the easiest one to visualise and use and is one
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of the most useful kinds of coherent noises. Here's an example of a Perlin noise generated in 2 dimensions:</p>
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<img src="img/perlin.png" />
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<p>It comes only naturally that such a 2D noise can be used as a terrain height map directly:</p>
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<img src="img/perlinheightmap.png" />
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<p>However, this is not the only use for this noise, and 2 dimensions is not the limit - this noise can be
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generated for any number of dimensions.</p>
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<h2>Generating biomes</h2>
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<p>The easiest way to generate biomes is to not generate at all - simply assign a single constant biome to
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everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat
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world type, or for testing purposes, or for tematic maps. In MCServer, this is exactly what the Constant
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biome generator does.</p>
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<p>Of course, there are more interesting test scenarios for which multiple biomes must be generated as easy
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as possible. For these special needs, there's a CheckerBoard biome generator. As the name suggests, it
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generates a grid of biomes.</p>
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<h3>Voronoi diagram</h3>
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<p>These two generators are more of a technicality, we need to make something more interesting if we're
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going for a natural look. The Voronoi generator is the first step towards such a change. Recall that a
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<a href="http://en.wikipedia.org/wiki/Voronoi_diagram">Voronoi diagram</a> is a construct that creates a
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set of areas where each point in an area is closer to the appropriate seed of the area than the seeds of any
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other area:</p>
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<img src="http://upload.wikimedia.org/wikipedia/commons/8/80/Euclidean_Voronoi_Diagram.png" />
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<p>The overall shape of a Voronoi diagram is governed by the placement of the seeds. In extreme cases, a
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seed could affect the entire diagram, which is what we don't want - we need our locality, so that we can
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generate a chunk's worth of biome data. We also don't want the too much irregular diagrams that are produced
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when the seeds are in small clusters. We need our seeds to come in random, yet somewhat uniform fashion.</p>
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<p>Luckily, we have just the tool: Grid with jitter. Originally used in antialiasing techniques, they can be
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successfully applied as a source of the seeds for a Voronoi diagram. Simply take a regular 2D grid of seeds
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with the grid distance being N, and move each seed along the X and Y axis by a random distance, usually in
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the range [-N / 2, +N / 2]:</p>
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<img src="img/jittergrid.png" />
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<p>Such a grid is the ideal seed source for a Voronoi biome generator, because not
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only are the Voronoi cells "reasonable", but the seed placement's effect on the diagram is localized - each
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pixel in the diagram depends on at most 5 x 5 seeds around it:</p>
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<img src="img/jittergriddependency.jpg" />
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</body>
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</html>
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