Hello everyone
So the other day I downloaded MineCraft to give it a whirl. Well, turns out that I fell in love with that beautiful 16 bit texture game So much infact, that I decided to try my hand at writing a world generator, much like that in MineCraft.
I donāt intend to make a game out of this, just a PoC; to prove that I can do it
Note: I havenāt written any python scripts in the last 3 or so months, so bare with me. This is my first time touching the 2.5 api :o
When I finish this, Iāll release it to the community (as always) so that 100 ā1337 noob minecraft clone-but-somehow-better-and-donāt-forget-the-massive-MMO-engine-that-will-be-better-than-world-of-warcraftā projects can blossom and flood these forums!
So now, onto the screenshots of my āengineā so far! (Itās kinda hard to get multi-angle shots, because everytime I restart the engine it regenerates)
(oops, hit limit )
So basically the way my script is working is like this:
First I tell it to generate a list of coordinates ranging from 0 to the max width (mine is 16 right now, but I can change on number and itāll generate whatever I want at any time ), then repeat that for each of the directions (x,y,z). This map is 16x16x5. You have to be careful though when making large maps, I tried 128x128x128 and nearly crashed my computer (as it was creating 2,097,152 cubes!). Then itās generating the odds of placing each tile (on sea level the borders will always be water). So therefore if itās next to water it has a higher chance of generating water or sand than grass or dirt; and so on and so forth.
When generating the hight it looks for which tile is below it. If itās dirt it will ALWAYS generate either more dirt or grass.
Thatās basically the way Iāve made it work. Obviously itās a lot more complex than I can put into words. So youāll just have to look at the code once itās released.
Wellā¦ thatās it. Iād appreciate any feedback