• Create Account

### #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?

PARTNERS