Creator of Terrains

Warning: This project is experimental. Its files will not synchronize across the CurseForge network.

Creator of Terrains is a CraftBukkit plugin I'm working on that allows you to create world generators by constructing your own formulas. It is very close to TerrainControl in that you can define your own biomes and set specialized settings to how the biome should look like. This plugin is not anywhere near done, but I will keep updating this project with information and documentation.

Model of Biomes

First of all, it is important to note that Creator of Terrains does not really work with Minecraft's biomes. It does not really 'place' biomes (in an arbritary fashion). What it does is, you get to specify the way temperature and humidity is distributed across the landscape. Then, according to the temperature and humidity a specific location has, the effects and attributes that are distinct to a biome that has temperature and humidity values close to those of the location, are applied. To clarify this last sentence, if there is a desert biome with a lot of sand and volatile terrain, and a specific location has temperature and humidity values that closely represent that of the desert biome, then the terrain of that location will be generated with a lot of sand and volatile terrain. To get even more specific, these properties of having a lot of sand and volatile terrain, will be scaled to how closely the temperature and humidity values resemble those of the desert. If these values are somewhere in between that of the desert, and for example, a steppe biome, than terrain may be less 'sandy' or 'volatile' and more like the steppe, depending on how close the temperature and humidty values are to the desert biome. So biomes in CoT are seamless. Because biomes in Minecraft are not seamless, and each block (where height does not play a role) is assigned a specific biome, CoT will not use these biomes. What CoT will do, is attempt to place Minecraft's biomes to resemble those of CoT as closely as possible. This is so that grass color (and maybe other properties and effects) are still utilized.

Use of Formulas

The biomes themselves will specify how terrain is really generated. This is done by formulas like these:

water_level = 64
volatility_level = 3
frequency_level = 5

amplitude = 2 ^ volatility_level    # amplitude = 8
frequency = 2 ^ frequency_level    # frequency = 32

h = water_level + amplitude * noise{ x / frequency, y / frequency }

This would represent a formula where it is expected to define the terrain's height (h) for 2-dimensional coordinates (x and y). (Note that the '#' sign is used to represent comments, just like dozens of other languages.) However, you will probably be able to specify the block used for each three dimensional coordinate, but it would require me to write out more complex formulas and that is really not recessary right now. This formula states that the terrain's height should be around the water level and that a type of noise should be applied. If you don't know what this means, don't worry, you don't really need to at this time and it will be properly documented when this plugin is published.

Anyway, there shouldn't be anything more that you need to know at this time. If you're interreseted, let me know. If you want to know something, ask me.


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About This Project

  • Project ID
    42479
  • Created
    Jul 27, 2012
  • Last Released File
    Never
  • Total Downloads
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