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docs/Generator: Added the TerrainHeight section.

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madmaxoft 2014-06-04 23:04:17 +02:00
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@ -19,6 +19,7 @@ with specific implementation notes regarding MCServer.</p>
<li><a href="#heightgen">Terrain height</a></li>
<li><a href="#compositiongen">Terrain composition</a></li>
<li><a href="#finishgen">Finishers</a></li>
<li><a href="#makefaster">Making it all faster</a></li>
</ul>
</p>
@ -304,16 +305,69 @@ using the same approach as in MultiStepMap - by using a thresholded 2D Perlin no
<hr />
<a name="heightgen"><h2>Terrain height</h2></a>
<p>As with biomes, the easiest way to generate terrain height is not generating at all - assigning a constant
height value to all columns. This is again useful either for internal tests, and for worlds like MineCraft's
Flat world.</p>
<p>For a somewhat more realistic landscape, we will employ the good old 2D Perlin noise. We can use it
directly as a heightmap - each value we get from the noise is stretched into the desired range (usually from
40 to 120 blocks for regular MineCraft worlds) and used as the height value. However, this doesn't play too
well with the biomes we've just generated. If the biome says "ocean" and the Perlin noise says "mountain",
the end result will be unpleasant.</p>
<p>So we want a height generator that is biome-aware. The easiest way of doing this is to have a separate
generator for each biome. Simply use the biome map to select which generator to use, then ask the appropriate
generator for the height value. Again, this doesn't work too well - imagine an ExtremeHills biome right next
to an Ocean biome. If no extra care is taken, the border between these two will be a high wall. The following
image shows a 2D representation (for simplification purposes) of the problem:</p>
<img src="img/biomeheights.jpg" />
<p>This requires some further processing. What we need is for the terrain height to be dependent not only on
the immediate biome for that column, but also on the close surroundings of the column. This is exactly the
kind of task that averaging is designed for. If we take the area of 9x9 biomes centered around the queried
column, generate height for each of the biomes therein, sum them up and divide by 81 (the number of biomes
summed), we will be effectively making a 9-long running average over the terrain, and all the borders will
suddenly become smooth. The following image shows the situation from the previous paragraph after applying
the averaging process: </p>
<img src="img/biomeheightsavg.jpg" />
<p>The approach used in MCServer's Biomal generator is based on this idea, with two slight modifications.
Instead of using a separate generator for each biome, one generator is used with a different set of input
parameters for each biomes. These input parameters modify the overall amplitude and frequency of the Perlin
noise that the generator produces, thus modifying the final terrain with regards to biomes. Additionally, the
averaging process is weighted - columns closer to the queried column get a more powerful weight in the sum
than the columns further away. The following image shows the output of MCServer's Biomal terrain height
generator (each block type represents a different biome - ocean in the front (stone), plains and ice plains
behind it (lapis, whitewool), extreme hills back right (soulsand), desert hills back left (mossy
cobble)):</p>
<img src="img/biomalheights.jpg" />
<p>One key observation about this whole approach is that in order for it to work, the biomes must be
available for columns outside the currently generated chunk, otherwise the columns at the chunk's edge would
not be able to properly average their height. This requirement can be fulfilled only by biome generators that
adhere to the second <a href="#expectedproperties">Expected property</a> - that re-generating will produce
the same data. If the biome generator returned different data for the same chunk each time it was invoked, it
would become impossible to apply the averaging.</p>
<p>(TODO: height with variations (N/A in MCS yet)</p>
<hr />
<a name="compositiongen"><h2>Terrain composition</h2></a>
<p>(TODO)</p>
<hr />
<a name="finishgen"><h2>Finishers</h2></a>
<p>(TODO)</p>
<hr />
<a name="makefaster"><h2>Making it all faster</h2></a>
<p>(TODO)</p>
</body>
</html>

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