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Alright, so over the past couple of weeks I’ve been working on improving world generation for Voxelworld and we now have tree and cave generation! I personally like how it looks, though I think adjustments can still be made.

Other than tree and cave generation however, I didn’t really add that much so this post will be a little short.

Cave generation

The cave generation isn’t particularly complicated - I just used 3D perlin noise to “carve” out the caves and the caves get bigger as you go deeper down. It’s not the same as Minecraft which for any version <= 1.17 uses carver caves to ensure the caves are somewhat well connected (caves generated with only noise tend to not be well connected) and any version >= 1.18 uses noise caves as well. However, from what I’ve seen from some test worlds, it seems that the caves lower in the world are decently connected so I think cave generation works fine for now. Perhaps later I can figure out how to implement carver cave generation? That would be cool.

Tree generation

Tree generation isn’t too complicated either. For each chunk the game generates a list of (x, z) positions that a tree is at and also generates potential positions the tree is at in neighboring chunks so that way any trees at the edges of chunks aren’t cut off and will be instead generated in the neighboring chunk.

There are definitely some things to improve but it works for now which I’m happy with.

Anyway, that’s it, have a nice day!