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#ActualIcebone1000

Posted 27 November 2012 - 06:16 AM

So I have a 3d voxel(cubes) map being generated with perlim noise, Im creating a 30x30x30 int array.
how can I generate the next parts accordingly with player movement or camera movement?

I mean, if my player is getting closer to the border, id like to generate the next continuous part of the map..
I dont know how to do it, I just have a 3d grid, what do I do? generate the next 8 possible 30x30x30 grids(actually the next 2 grids that the player can be moving on)? probably too slow, Im better creating just the next "wall"(the xy along a single z) next to the borders of the map, but I dont know how to proceed, Id need to redo the entire grid with the info from previous grid and next wall..

Im thinking on this:
have 9 30x30x30 grids (sounds scary):
...
...
...

At beginning generate the entire central grid, at each player/camera step larger than a cube, generate the wall of the next 3d grid(it can be 2 walls if the movement is in diagonal, for different grids).. So theres the problem when the next grid border is reached, that I will have to treat it as the new central one...

Im not considering saving or anything, just the procedural generation at real time...Any good idea on how to do this?

#2Icebone1000

Posted 27 November 2012 - 06:13 AM

So I have a 3d voxel(cubes) map being generated with perlim noise, Im creating a 30x30x30 int array.
how can I generate the next parts accordingly with player movement or camera movement?

I mean, if my player is getting closer to the border, id like to generate the next continuous part of the map..
I dont know how to do it, I just have a 3d grid, what do I do? generate the next 8 possible 30x30x30 grids? probably too slow, Im better creating just the next "wall"(the xy along a single z) next to the borders of the map, but I dont know how to proceed, Id need to redo the entire grid with the info from previous grid and next wall..

Im thinking on this:
have 9 30x30x30 grids (sounds scary):
...
...
...

At beginning generate the entire central grid, at each player/camera step larger than a cube, generate the wall of the next 3d grid(it can be 2 walls if the movement is in diagonal, for different grids).. So theres the problem when the next grid border is reached, that I will have to treat it as the new central one...

Im not considering saving or anything, just the procedural generation at real time...Any good idea on how to do this?

#1Icebone1000

Posted 27 November 2012 - 06:12 AM

So I have a 3d voxel(cubes) map being generated with perlim noise, Im creating a 30x30x30 int array.
how can I generate the next parts accordingly with player movement or camera movement?

I mean, if my player is getting closer to the border, id like to generate the next continuous part of the map..
I dont know how to do it, I just have a 3d grid, what do I do? generate the next 8 possible 30x30x30 grids? probably too slow, Im better creating just the next "wall"(the xy along a single z) next to the borders of the map, but I dont know how to proceed, Id need to redo the entire grid with the info from previous grid and next wall..

Im thinking on this:
have 9 30x30x30 grids (sounds scary):
...
...
...

At beginning generate the entire central grid, at each player/camera step larger than a cube, generate the wall of the next 3d grid(it can be 2 walls if the movement is in diagonal, for different grids)).. So theres the problem when the next grid border is reached, that I will have to treat it as the new central one...

Im not considering saving or anything, just the procedural generation at real time...Any good idea on how to do this?

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