diff --git a/README.md b/README.md index da2385d0..1fa655f6 100644 --- a/README.md +++ b/README.md @@ -76,16 +76,19 @@ The terrain generation is now handled by the new [world_generator](https://githu addon. Right now the terrain is only going to be pseudo-random, as generating proper connected worlds are kind of super difficult, -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 -/ generation. +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 / generation. -However for now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.\ -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. +For now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.\ +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. - World does mostly nothing on it's own for now, except for holding continents. -- Right continents should handle things like oceans, and big mountains. +- Continents handle things like oceans, and big mountains. - Zones generate proper terrain, and add props. They need to blend into continents. -- SubZones can be used as spawners, prop spawners, or they can even do terrain mods. +- SubZones can be used as spawners, prop spawners, or they can even do terrain modifications. + +So when a chunk needs to be generated, first the world gets it, then all continents which intersect with it's position, +then all zones which intersect with it's position, then all subzones which intersect with it's position. The editor contains an addon to help with editing the world.