• 5 Posts
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Joined 1 year ago
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Cake day: July 2nd, 2023

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  • I learned this technique from a video, I don’t remember who the author was.

    Their idea is to start by building hollow cubes of somewhat random sizes, each connecting to the other and possibly merging (some parts of a cube inside others). Once you have enough cubes, you use those as the skeleton to build the final structure. Square-ish cubes become rooms, tall and skinny cubes can become stairs, really big cubes can be multi-floor open areas. The hollow cubes act as a canvas with structure, so that you can “paint” your build on something more than just empty air.





  • I think your idea is a good idea. You could keep the view distance low on the server to reduce the number of real chunks being generated. Clients can render whatever they want.

    I think one issue would be when you approach a player structure from the outside, the client might see an unmodified world first and then the player structure would pop in and overwrite the client-side terrain. Its not a technical issue, but more a player experience concern.