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If you're interested in how the mountains and rivers are generated, it's mostly based on the paper "Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion": Each chunk rises (at a noise-based, constant rate) while erosion is applied based on the chunk's slope and the size of its catchment area.

The result is a river network as well as the central height of each chunk; based on this roads, caves and structures are laid out. The actual voxels are only determined when a player loads the area and are (usually) not persisted.

Also, for some technologies not related to worldgen: Rendering is done via wgpu, models are built in MagicaVoxel, and both client and server use an ECS (specs).



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