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authorMattes D <github@xoft.cz>2014-05-30 22:31:51 +0200
committerMattes D <github@xoft.cz>2014-05-30 22:31:51 +0200
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+<html>
+<head>
+<title>Generating terrain in MCServer</title>
+</head>
+<body>
+<h1>Generating terrain in MCServer</h1>
+<p>This article explains the principles behind the terrain generator in MCServer. It is not strictly
+specific to MCServer, though, it can be viewed as a generic guide to various terrain-generating algorithms,
+with specific implementation notes regarding MCServer.</p>
+
+<h2>Preface: How it's done in real life</h2>
+<p>The nature has many complicated geological, physical and biological processes working on all scales from
+microscopic to planet-wide scale, that have shaped the terrain into what we see today. The tectonic plates
+collide, push mountain ranges up and ocean trenches down. Erosion dulls the sharp shapes. Plantlife takes
+over to further change the overall look of the world.</p>
+<p>Generally speaking, the processes take what's there and change it. Unlike computer generating, which
+usually creates a finished terrain from scratch, or maybe with only a few iterations. It would be unfeasible
+for software to emulate all the natural processes in enough detail to provide world generation for a game,
+mainly because in the nature everything interacts with everything. If a mountain range rises, it changes the
+way that the precipitation is carried by the wind to the lands beyond the mountains, thus changing the
+erosion rate there and the vegetation type. </p>
+
+<h2>Expected properties</h2>
+<p>For a MineCraft-like game terrain generator we need the generator to have several properties:
+<ul>
+<li>The generator must be able to generate terrain in small chunks. This means it must be possible to
+generate each of the chunks separately, without dependencies on the neighboring chunks. Note that this
+doesn't mean chunks cannot coordinate together, it means that "a tree in one chunk cannot ask if there's
+a building in the neighbor chunk", simply because the neighbor chunk may not be generated yet.</li>
+<li>The generated chunk needs to be the same if re-generated. This property is not exactly required, but it
+makes available several techniques that wouldn't be possible otherwise.</li>
+<li>The generator needs to be reasonably fast. For a server application this means at least some 20 chunks
+per second for chunks close to each other, and 5 chunks per second for distant chunks. The reason for this
+distinction will be discussed later.</li>
+</ul>
+</p>
+
+<h2>Reversing the flow</h2>
+<p>As already mentioned, the nature works basically by generating raw terrain composition, then "applying"
+erosion, vegetation and finally this leads to biomes being formed. Let's now try a somewhat inverse
+approach: First generate biomes, then fit them with appropriate terrain, and finally cover in vegetation
+and all the other stuff.</p>
+<p>Splitting the parts like this suddenly makes it possible to create a generator with the required
+properties. We can generate a reasonable biome map chunk-wise, independently of all the other data. Once we
+have the biomes, we can compose the terrain for the chunk by using the biome data for the chunk, and
+possibly even for neighboring chunks. Note that we're not breaking the first property, the biomes can be
+generated separately so a neighboring chunk's biome map can be generated without the need for the entire
+neighboring chunk to be present. Similarly, once we have the terrain composition for a chunk, we can
+generate all the vegetation and structures in it, and those can again use the terrain composition in
+neighboring chunks.</p>
+
+<h2>The ComposableGenerator pipeline</h2>
+<p>This leads us directly to the main pipeline that is used for generating terrain in MCServer. For
+technical reasons, the terrain composition step is further subdivided into Height generation and Composition
+generation, and the structures are really called Finishers. For each chunk the generator generates, in this
+sequence:
+<ul>
+<li>Biomes</li>
+<li>Terrain height</li>
+<li>Terrain composition</li>
+<li>Finishers</li>
+</ul>
+</p>
+<img src="img/biomes.jpg" />
+<img src="img/terrainheight.jpg" />
+<img src="img/terraincomposition.jpg" />
+<img src="img/finishers.jpg" />
+<p>The beautiful thing about this is that the individual components can be changed independently. You can
+have 5 biome generators and 3 height generators and you can let the users mix'n'match.
+</p>
+
+<h2>Using coherent noise for the generation</h2>
+<p>For a great tutorial on coherent noise, see the <a href="http://libnoise.sourceforge.net/">LibNoise
+documentation</a>.</p>
+<p>Coherent noise is a type of noise that has three important properties that we can use to our advantage:
+<ul>
+<li>The noise is smooth</li>
+<li>The noise is algorithmically generated, which means that the same data is generated when the same
+parameters are given to the noise functions.</li>
+<li>The noise can be seamlessly extended in any direction</li>
+</ul></p>
+<p>We'll be mostly using Perlin noise in this article. It is the easiest one to visualise and use and is one
+of the most useful kinds of coherent noises. Here's an example of a Perlin noise generated in 2 dimensions:</p>
+<img src="img/perlin.png" />
+<p>It comes only naturally that such a 2D noise can be used as a terrain height map directly:</p>
+<img src="img/perlinheightmap.png" />
+<p>However, this is not the only use for this noise, and 2 dimensions is not the limit - this noise can be
+generated for any number of dimensions.</p>
+
+<h2>Generating biomes</h2>
+<p>The easiest way to generate biomes is to not generate at all - simply assign a single constant biome to
+everywhere. And indeed there are times when this kind of "generator" is useful - for the MineCraft's Flat
+world type, or for testing purposes, or for tematic maps. In MCServer, this is exactly what the Constant
+biome generator does.</p>
+<p>Of course, there are more interesting test scenarios for which multiple biomes must be generated as easy
+as possible. For these special needs, there's a CheckerBoard biome generator. As the name suggests, it
+generates a grid of biomes.</p>
+<h3>Voronoi diagram</h3>
+<p>These two generators are more of a technicality, we need to make something more interesting if we're
+going for a natural look. The Voronoi generator is the first step towards such a change. Recall that a
+<a href="http://en.wikipedia.org/wiki/Voronoi_diagram">Voronoi diagram</a> is a construct that creates a
+set of areas where each point in an area is closer to the appropriate seed of the area than the seeds of any
+other area:</p>
+<img src="http://upload.wikimedia.org/wikipedia/commons/8/80/Euclidean_Voronoi_Diagram.png" />
+<p>The overall shape of a Voronoi diagram is governed by the placement of the seeds. In extreme cases, a
+seed could affect the entire diagram, which is what we don't want - we need our locality, so that we can
+generate a chunk's worth of biome data. We also don't want the too much irregular diagrams that are produced
+when the seeds are in small clusters. We need our seeds to come in random, yet somewhat uniform fashion.</p>
+<p>Luckily, we have just the tool: Grid with jitter. Originally used in antialiasing techniques, they can be
+successfully applied as a source of the seeds for a Voronoi diagram. Simply take a regular 2D grid of seeds
+with the grid distance being N, and move each seed along the X and Y axis by a random distance, usually in
+the range [-N / 2, +N / 2]:</p>
+<img src="img/jittergrid.png" />
+<p>Such a grid is the ideal seed source for a Voronoi biome generator, because not
+only are the Voronoi cells "reasonable", but the seed placement's effect on the diagram is localized - each
+pixel in the diagram depends on at most 5 x 5 seeds around it:</p>
+<img src="img/jittergriddependency.jpg" />
+</body>
+</html>