Recently decided to do some light scripting and decided to go with terrain generation, cubic terrain, to be exact, meaning terrain is split into 4x4x4 cubes, I searched around for tutorials about this but they were either completely different or just overall non-existent :P
If you could provide me with a simple method on how to do this and an example if possible, that'd be greatly appreciated.
This question made me look for my old thing. I eventually found it, though I assure you this ain't really focused on, so imperfections may occur.
01 | local depthTable = { } -- DO NOT EDIT |
02 | local x,z = 100 , 100 |
03 | local amplitude = 160 |
04 | local height = 200 -- DO NOT EDIT |
05 | local minimum = 5 |
06 | local sea level = 0 -- 0 = normal |
07 | local smoothness = 30 |
08 | local groundheight = 5 |
09 | local heightOffset = 100 |
10 | local seed = 0 -- DO NOT EDIT |
11 | local naturalAmp = true -- DO NOT EDIT |
12 | local natAMP = 1 -- DO NOT EDIT |
13 | local plainsBiomeSize = 60 |
14 | local built = 0 -- DO NOT EDIT |
15 | local depthNo = 0 -- DO NOT EDIT |
I have long abandoned fiddling with perlin noise so I can't provide you details and simple methods. Sorry.