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More style fixes.
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README.md
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README.md
@ -76,16 +76,19 @@ The terrain generation is now handled by the new [world_generator](https://githu
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addon.
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Right now the terrain is only going to be pseudo-random, as generating proper connected worlds are kind of super difficult,
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especially if you also have to mesh them in 3d. I think this solution can be extended later to be able to do a full continent / world randomization
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/ generation.
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especially if you also have to mesh them in 3d. /
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I think this solution can be extended later to be able to do a full continent / world randomization / generation.
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However for now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.\
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The position and size is predetermined by the designer. And then when a chunk needs to be generated it gets put into this world, and setup.
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For now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.\
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The position and size is predetermined by the designer. And then when a chunk needs to be generated it gets put into this world, and then these generate it's data.
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- World does mostly nothing on it's own for now, except for holding continents.
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- Right continents should handle things like oceans, and big mountains.
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- Continents handle things like oceans, and big mountains.
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- Zones generate proper terrain, and add props. They need to blend into continents.
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- SubZones can be used as spawners, prop spawners, or they can even do terrain mods.
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- SubZones can be used as spawners, prop spawners, or they can even do terrain modifications.
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So when a chunk needs to be generated, first the world gets it, then all continents which intersect with it's position,
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then all zones which intersect with it's position, then all subzones which intersect with it's position.
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The editor contains an addon to help with editing the world.
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