Dr. Mackeroth wrote:Iv121 wrote:Just keep in mind that in my opinion cube planets will look quite bad on futurecraft.
No. Weird bent sphere would would look quite bad.
Fr0st, how do you plan on handling terrain generation over the corner?
Minecraft terrain generation is done using a 3D perlin noise generator. By adding noise on different scales and normalizing the results, you can produce large consistent features with self-similar finer details. This is done a lot in procedurally generated worlds because it can create acceptably natural looking terrain, and more importantly it can be created at any point without any knowledge of its surroundings save for the seed value. The drawback is that the noise parameters are terribly unintuitive, and it takes a lot of trial and error to get something to look nice.
Most games use the 2D version and create heightmaps for terrain, and then alter the properties of the terrain based on elevation and slope. Minecraft uses the 3D version, with some weights to favor botom-heavy structures. Essentially you are generating a density at each point, somewhere between 0 and 1. If the density is above a certain threshold it becomes rock, and below it becomes air (the threshold changes with elevation). Water and block types are added afterwards in a decoration process, and then caves using another noise generator and finally procedural mineshafts and villages and fortresses (which are procedural, but I don't know the specifics). Biomes affect the hilliness of terrain as well, but I am not positive what parameter it is adjusting. So far as I can tell, hilliness is the only thing affected..
To make terrain wrap around a specific shape, like a cube, it is as simple as adjusting the rock threshold to where you want your groud to be. The noise itself has no understanding of "up", or even dominant axes.
Another thing you can do if you are joining two maps with differnt seeds (or wrapping a flat world around like the cylinder model), is overlap the density maps a distance, and blend the density where they meet with a weighted average (probably scale the overlap differently for each octave). So long as all the noise octaves have the same parameters, the resulting density map will be indistinguishable from a continuous map.
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Of course, that's assuming we want worlds generated exactly like vanilla minecraft. We have a unique opportunity here in the fact that planets are finite in size, and can be at least partially generated offline. If we had a good model for it, we could try adding more realistic climates (i.e. warmer at the equator, arid behind mountains) and erosion effects. Even if we don't do it immediately, we can work on terrain generation later on in the process. We might even want to commission some world painters out there to make a few custom planets for us.
Iv121 wrote:Alright it is pointless to argue against the whole community. You never listen to me and you never will (darn you never even read my story

) .
Anyway I did spend of my priceless time to make you this:
I'm probably a total idiot to polish it and color balance it and make it as good looking as possible (at least you can't say I'm not fair) but I still believe a sphere would look better here. Anyway notice I DID MAKE THE BORDERS ROUND because looking at it without that was unbearable and cut my eyes. As a result it doesn’t look bad but it looks more like an abstract picture rather than a minecraft mod - in other words it looks out of place.
Keep in mind that planets won't be perfectly square, except at sea-level. It will have just as much terrain variation as a vanilla map, and at the 5km diameter scale, which I am strongly recommending (and is still going to be rather hard to pull off even on powerful graphics cards), those terrain features should still be somewhat visible.

This is a visual indication of the scales we are dealing with. If the width is 5km, or the diameter of a cube planet, then the height is 192m, or the vanilla height limit above sea-level. Most of the time 80m, or less than half what is shown, is the max height of natural terrain, but it can go up to 128. Naturally, this is not our height limit, but most people would consider that to be pretty huge already, standing there in person.
But to do things like mountains, you can't just shoot straight up. You have to build up gradually over an extended area, so even if the slope is not that steep, we could still end up pretty high above sea level (with some parameter tweaking).
*edit*
Also for perspective,

This is how much of the world you can see from sea level on far-draw in vanilla minecraft. That's 16 chunks (16x16x256 blocks) in either direction. That's also 262,144 m^2 area, disregarding height. An entire 5x5x5km world would have 600x that much surface area, and a much larger sky cap (around 5.5km above the surface) . That should give you an idea of the challenge present in drawing a planet. Gotta pull every trick in the book just to get some entry-level rendering.