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author | madmaxoft <github@xoft.cz> | 2014-06-09 01:42:03 +0200 |
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committer | madmaxoft <github@xoft.cz> | 2014-06-09 01:42:03 +0200 |
commit | 8cfe6c973c21a10d6e2371917058f241e2679945 (patch) | |
tree | d7a8c229cbffab4ec035a06d59f03c2da804c129 /docs/Generator.html | |
parent | Fixed a crash when creating negative-size blockareas. (diff) | |
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Diffstat (limited to 'docs/Generator.html')
-rw-r--r-- | docs/Generator.html | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/docs/Generator.html b/docs/Generator.html index 0fbc2f436..7b70033cb 100644 --- a/docs/Generator.html +++ b/docs/Generator.html @@ -483,6 +483,10 @@ height to find the third coord. If we want to generate clumps of mushrooms in th generate the clump center coords in 3D and either use 3 offsets for the mushrooms, or use 2 offsets plus searching for the closest opening Y-wise in the terrain.</p> +<p>Note that the clumps generated by this scheme may overlap several chunks. Therefore it's crucial to +actually check the surrounding chunks if their clumps overlap into the currently generated chunk, and apply +those as well, otherwise there will be visible cuts in the foliage along the chunks borders.</p> + <h3>Springs</h3> <p>Water and lava springs are essential for making the underground quite a lot more interesting. They are rather easy to generate, but a bit more difficult to get right. Generating simply means that a few random |