Generator article now has all biome genertors and most their imgs.
@ -13,6 +13,7 @@ with specific implementation notes regarding MCServer.</p>
|
||||
microscopic to planet-wide scale, that have shaped the terrain into what we see today. The tectonic plates
|
||||
collide, push mountain ranges up and ocean trenches down. Erosion dulls the sharp shapes. Plantlife takes
|
||||
over to further change the overall look of the world.</p>
|
||||
|
||||
<p>Generally speaking, the processes take what's there and change it. Unlike computer generating, which
|
||||
usually creates a finished terrain from scratch, or maybe with only a few iterations. It would be unfeasible
|
||||
for software to emulate all the natural processes in enough detail to provide world generation for a game,
|
||||
@ -35,11 +36,14 @@ distinction will be discussed later.</li>
|
||||
</ul>
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
<h2>Reversing the flow</h2>
|
||||
<p>As already mentioned, the nature works basically by generating raw terrain composition, then "applying"
|
||||
erosion, vegetation and finally this leads to biomes being formed. Let's now try a somewhat inverse
|
||||
approach: First generate biomes, then fit them with appropriate terrain, and finally cover in vegetation
|
||||
and all the other stuff.</p>
|
||||
|
||||
<p>Splitting the parts like this suddenly makes it possible to create a generator with the required
|
||||
properties. We can generate a reasonable biome map chunk-wise, independently of all the other data. Once we
|
||||
have the biomes, we can compose the terrain for the chunk by using the biome data for the chunk, and
|
||||
@ -49,6 +53,8 @@ neighboring chunk to be present. Similarly, once we have the terrain composition
|
||||
generate all the vegetation and structures in it, and those can again use the terrain composition in
|
||||
neighboring chunks.</p>
|
||||
|
||||
|
||||
|
||||
<h2>The ComposableGenerator pipeline</h2>
|
||||
<p>This leads us directly to the main pipeline that is used for generating terrain in MCServer. For
|
||||
technical reasons, the terrain composition step is further subdivided into Height generation and Composition
|
||||
@ -61,6 +67,7 @@ sequence:
|
||||
<li>Finishers</li>
|
||||
</ul>
|
||||
</p>
|
||||
|
||||
<img src="img/biomes.jpg" />
|
||||
<img src="img/terrainheight.jpg" />
|
||||
<img src="img/terraincomposition.jpg" />
|
||||
@ -69,6 +76,8 @@ sequence:
|
||||
have 5 biome generators and 3 height generators and you can let the users mix'n'match.
|
||||
</p>
|
||||
|
||||
|
||||
|
||||
<h2>Using coherent noise for the generation</h2>
|
||||
<p>For a great tutorial on coherent noise, see the <a href="http://libnoise.sourceforge.net/">LibNoise
|
||||
documentation</a>.</p>
|
||||
@ -79,41 +88,180 @@ documentation</a>.</p>
|
||||
parameters are given to the noise functions.</li>
|
||||
<li>The noise can be seamlessly extended in any direction</li>
|
||||
</ul></p>
|
||||
|
||||
<p>We'll be mostly using Perlin noise in this article. It is the easiest one to visualise and use and is one
|
||||
of the most useful kinds of coherent noises. Here's an example of a Perlin noise generated in 2 dimensions:</p>
|
||||
<img src="img/perlin.png" />
|
||||
<img src="img/perlin.jpg" />
|
||||
|
||||
<p>It comes only naturally that such a 2D noise can be used as a terrain height map directly:</p>
|
||||
<img src="img/perlinheightmap.png" />
|
||||
<img src="img/perlinheightmap.jpg" />
|
||||
|
||||
<p>However, this is not the only use for this noise, and 2 dimensions is not the limit - this noise can be
|
||||
generated for any number of dimensions.</p>
|
||||
|
||||
|
||||
|
||||
<h2>Generating biomes</h2>
|
||||
<p>The easiest way to generate biomes is to not generate at all - simply assign a single constant biome to
|
||||
everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat
|
||||
<p>The easiest way to generate biomes is to not generate them at all - simply assign a single constant biome
|
||||
to everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat
|
||||
world type, or for testing purposes, or for tematic maps. In MCServer, this is exactly what the Constant
|
||||
biome generator does.</p>
|
||||
|
||||
<p>Of course, there are more interesting test scenarios for which multiple biomes must be generated as easy
|
||||
as possible. For these special needs, there's a CheckerBoard biome generator. As the name suggests, it
|
||||
generates a grid of biomes.</p>
|
||||
|
||||
<h3>Voronoi diagram</h3>
|
||||
<p>These two generators are more of a technicality, we need to make something more interesting if we're
|
||||
<p>Those two generators were more of a technicality, we need to make something more interesting if we're
|
||||
going for a natural look. The Voronoi generator is the first step towards such a change. Recall that a
|
||||
<a href="http://en.wikipedia.org/wiki/Voronoi_diagram">Voronoi diagram</a> is a construct that creates a
|
||||
set of areas where each point in an area is closer to the appropriate seed of the area than the seeds of any
|
||||
other area:</p>
|
||||
<img src="http://upload.wikimedia.org/wikipedia/commons/8/80/Euclidean_Voronoi_Diagram.png" />
|
||||
|
||||
<p>To generate biomes using this approach, you select random "seeds", assign a biome to each one, and then
|
||||
for each "column" of the world you find the seed that is the nearest to that column, and use that seed's
|
||||
biome.</p>
|
||||
|
||||
<p>The overall shape of a Voronoi diagram is governed by the placement of the seeds. In extreme cases, a
|
||||
seed could affect the entire diagram, which is what we don't want - we need our locality, so that we can
|
||||
generate a chunk's worth of biome data. We also don't want the too much irregular diagrams that are produced
|
||||
when the seeds are in small clusters. We need our seeds to come in random, yet somewhat uniform fashion.</p>
|
||||
|
||||
<p>Luckily, we have just the tool: Grid with jitter. Originally used in antialiasing techniques, they can be
|
||||
successfully applied as a source of the seeds for a Voronoi diagram. Simply take a regular 2D grid of seeds
|
||||
with the grid distance being N, and move each seed along the X and Y axis by a random distance, usually in
|
||||
the range [-N / 2, +N / 2]:</p>
|
||||
<img src="img/jittergrid.png" />
|
||||
<img src="img/jittergrid.jpg" />
|
||||
|
||||
<p>Such a grid is the ideal seed source for a Voronoi biome generator, because not
|
||||
only are the Voronoi cells "reasonable", but the seed placement's effect on the diagram is localized - each
|
||||
pixel in the diagram depends on at most 5 x 5 seeds around it:</p>
|
||||
<img src="img/jittergriddependency.jpg" />
|
||||
pixel in the diagram depends on at most 4 x 4 seeds around it. In the following picture, the seed for the
|
||||
requested point (blue) must be within the indicated circle. Even the second-nearest seed, which we will need
|
||||
later, is inside that circle.</p>
|
||||
<img src="img/jittergridlocality.jpg" />
|
||||
|
||||
<p>Calculating the jitter for each cell can be done easily by using a 2D Perlin noise for each coord. We
|
||||
calculate the noise's value at [X, Z], which gives us a number in the range [-1; 1]. We then multiply the
|
||||
number by N / 2, this gives us the required range of [-N / 2, +N / 2]. Adding this number to the X coord
|
||||
gives us the seed's X position. We use another Perlin noise and the same calculation for the Z coord of the
|
||||
seed.</p>
|
||||
|
||||
<p>Here's an example of a biome map generated using the Voronoi + jitter grid, as implemented by the Voronoi
|
||||
biome generator in MCServer:</p>
|
||||
<img src="img/voronoijitterbiomes.png" />
|
||||
|
||||
<h3>Distorted Voronoi</h3>
|
||||
<p>The biomes are starting to look interesting, but now they have straight-line borders, which looks rather
|
||||
weird and the players will most likely notice very soon. We need to somehow distort the borders to make them
|
||||
look more natural. By far the easiest way to achieve that is to use a little trick: When the generator is
|
||||
asked for the biome at column [X, Z], instead of calculating the Voronoi biome for column [X, Z], we first
|
||||
calculate a random offset for each coord, and add it to the coordinates. So the generator actually responds
|
||||
with the biome for [X + rndX, Z + rndZ].</p>
|
||||
|
||||
<p>In order to keep the property that generating for the second time gives us the same result, we need the
|
||||
"random offset" to be replicatable - same output for the same input. This is where we use yet another Perlin
|
||||
noise - just like with the jitter for the Voronoi grid, we add a value from a separate noise to each
|
||||
coordinate before sending the coordinates down to the Voronoi generator:</p>
|
||||
<code>
|
||||
DistortedVoronoiBiome(X, Z) := VoronoiBiome(X + PerlinX(X, Z), Z + PerlinZ(X, Z))
|
||||
</code>
|
||||
|
||||
<p>The following image shows the effects of the change, as generated by MCServer's DistortedVoronoi biome
|
||||
generator. It is actually using the very same Voronoi map as the previous image, the only change has been
|
||||
the addition of the distortion:</p>
|
||||
<img src="img/distortedvoronoibiomes.png" />
|
||||
|
||||
<p>As you can see, this already looks reasonable enough, it could be considered natural biomes, if it
|
||||
weren't for several drawbacks:
|
||||
<ul>
|
||||
<li>There's no way to limit the neighbors. A desert biome can neighbor a tundra biome. </li>
|
||||
<li>All the biomes are considered equal. There's no way to make oceans larger. A mushroom biome is
|
||||
generated right next to other land biomes.</li>
|
||||
</ul></p>
|
||||
|
||||
<h3>Adding relativity</h3>
|
||||
<p>Our next goal is to remove the first defect of the distorted voronoi generator: unrelated biomes
|
||||
generating next to each other. It is highly unlikely to find a jungle biome next to a desert biome, so we
|
||||
want to have as few of those boundaries as possible. We could further improve on the selection of
|
||||
biome-to-seed in the Voronoi generator. Or we can try a completely different idea altogether.</p>
|
||||
|
||||
<p>Recall how we talked about the nature, where the biomes are formed by the specific conditions of a place.
|
||||
What if we could make a similar dependency, but without the terrain? It turns out this is possible rather
|
||||
easily - instead of depending on the terrain, we choose two completely artificial measures. Let's call them
|
||||
Temperature and Humidity. If we knew the temperature of the place, we know what set of biomes are possible
|
||||
for such temperatures - we won't place deserts in the cold and tundra in the hot anymore. Similarly, the
|
||||
humidity will help us sort out the desert vs jungle issue. But how do we get a temperature and humidity?
|
||||
Once again, the Perlin noise comes to the rescue. We can use a simple 2D Perlin noise as the temperature
|
||||
map, and another one as the humidity map.</p>
|
||||
|
||||
<p>What we need next is a decision of what biome to generate in certain temperature and humidity
|
||||
combinations. The fastest way for a computer is to have a 2D array, where the temperature is one dimension
|
||||
and humidity the other, and the values in the array specify the biome to generate:</p>
|
||||
<img src="img/temperaturehumiditydecisionsimple.jpg" />
|
||||
|
||||
<p>We can even "misuse" the above diagram to include the hill variants of the biomes and have those hills
|
||||
neighbor each other properly, simply by declaring some of the decision diagram's parts as hills:</p>
|
||||
<img src="img/temperaturehumiditydecisionhills.jpg" />
|
||||
|
||||
<p>The problem with this approach is that there are biomes that should not depend on temperature or
|
||||
humidity, they generate across all of their values. Biomes like Oceans, Rivers and Mushroom. We could
|
||||
either add them somewhere into the decision diagram, or we can make the generator use a multi-step decision:
|
||||
<ul>
|
||||
<li>Decide whether the point is in the ocean, land or mushroom</li>
|
||||
<li>If it's land, decide if it's real land or river.</li>
|
||||
<li>If it's real land, use a TemperatureHumidity approach to generate land-biomes</li>
|
||||
</ul>
|
||||
</p>
|
||||
|
||||
<p>This is the approach implemented in MCServer's MultiStepMap biome generator. It generates biome maps like
|
||||
this:</p>
|
||||
<img src="img/multistepmapbiomes.png" />
|
||||
|
||||
<p>To decide whether the point is in the ocean, land or mushroom, the generator uses a DistortedVoronoi
|
||||
approach where the seeds get the "ocean", "land" and "mushroom" values; special handling is added so that a
|
||||
mushroom value is always surrounded by ocean values on all 8 sides:</p>
|
||||
<img src="multistepmap1.jpg" />
|
||||
|
||||
<p>For the Voronoi cells that are calculated as mushroom, the distance to the nearest-seed is used to
|
||||
further shrink the mushroom biome and then to distinguish between mushroom and mushroom-shore:</p>
|
||||
<img src="multistepmap2.jpg" />
|
||||
|
||||
<p>The rivers are added only to the areas that have been previously marked as land. A simple 2D Perlin noise
|
||||
is used as the base, where its value is between 0 and a configured threshold value, a river is created. This
|
||||
creates the rivers in a closed-loop-like shapes, occasionally splitting two branches off:</p>
|
||||
<img src="multistepmap3.jpg" />
|
||||
|
||||
<p>For the leftover land biomes, the two Perlin noises, representing temperature and humidity, are used to
|
||||
generate the biomes, as described earlier. Additionally, the temperature map is used to turn the Ocean biome
|
||||
into FrozenOcean, and the River biome into FrozenRiver, wherever the temperature drops below a threshold.</p>
|
||||
|
||||
<h3>Two-level Voronoi</h3>
|
||||
<p>The 1.7 MineCraft update brought a completely new terrain generation, which has sparked renewed interest
|
||||
in the biome generation. A new, potentially simpler way of generating biomes was found, the two-level
|
||||
Voronoi generator.</p>
|
||||
|
||||
<p>The main idea behind it all is that we create large areas of similar biomes. There are several groups of
|
||||
related biomes that can be generated near each other: Desert biomes, Ice biomes, Forest biomes, Mesa biomes.
|
||||
Technically, the Ocean biomes were added as yet another group, so that the oceans will generate in
|
||||
approximately the size of the larger areas, too.</p>
|
||||
|
||||
<p>For each column a DistortedVoronoi is used to select, which large area to use. This in turn results in
|
||||
the list of biomes from which to choose. Another DistortedVoronoi, this time with a smaller grid size, is
|
||||
used to select one biome out of that list. Additionally, the smaller DistortedVoronoi calculates not only
|
||||
the nearest seed's distance, but also the distance to the second-nearest seed; the ratio between these two
|
||||
is used as an indicator whether the column is in the "inside" or on the "outskirt" of the smaller Voronoi
|
||||
cell. This allows us to give certain biomes an "edge" biome - the Mushroom biome has a MushroomShore edge,
|
||||
the ExtremeHills biome have an ExtremeHillsEdge biome on the edge, etc.</p>
|
||||
<img src="img/twolevel1.jpg" /><br />
|
||||
<img src="img/twolevel2.jpg" /><br />
|
||||
<img src="img/twolevel3.jpg" /><br />
|
||||
|
||||
<p>The following image shows an example output of a TwoLevel biome generator in MCServer:</p>
|
||||
<img src="img/twolevelbiomes.png" />
|
||||
|
||||
|
||||
|
||||
<h2>Terrain height</h2>
|
||||
</body>
|
||||
</html>
|
||||
|
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