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Calinou wrote:- it is not predictable, of course.

The thing is. It is predictable. You can find any ore in any place of the map. No ore rich/oreless regions.
by inkelyad
Sun Aug 05, 2012 13:40
 
Forum: WIP Games
Topic: [Game] The RealTest Game [realtest]
Replies: 183
Views: 68476

Yes, I know. But you and Calinou use generate_ore from minetest upstream. It is using uniform distribution and boring.
by inkelyad
Sat Aug 04, 2012 15:24
 
Forum: WIP Games
Topic: [Game] The RealTest Game [realtest]
Replies: 183
Views: 68476

You use default (and really boring) generate_ore. Can I suggest my generate_ore_perlin function from this post in "More Ores" thread?
by inkelyad
Sat Aug 04, 2012 15:19
 
Forum: WIP Games
Topic: [Game] The RealTest Game [realtest]
Replies: 183
Views: 68476

Thanks for the info Ill look into that. You can do it like this: [SKIP] --Check if we are in a "Snow biome" local in_biome = false local test = perlin1:get2d({x=x, y=z}) if test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 ) then in_biome = true end if in_biome then -- Find ground...
by inkelyad
Thu Jul 26, 2012 17:51
 
Forum: Mod Releases
Topic: [Mod] Snow Biomes [4.0] [snow]
Replies: 282
Views: 99545

I think so. But I am biased. And I don't know how to profile Lua.
by inkelyad
Tue Apr 24, 2012 16:12
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 325
Views: 225343

Current generate_ore function seems boring to me. Here is my version. It will use new perling noise api to create areas with different ore density. local function generate_ore_perlin(name, wherein, minp, maxp, seed, chunks_per_volume, ore_per_chunk, height_min, height_max, perlin, cut_at_noiseval) i...
by inkelyad
Sat Apr 21, 2012 18:03
 
Forum: Mod Releases
Topic: [Mod] More Ores [moreores]
Replies: 325
Views: 225343

jordan4ibanez wrote:holy crap that is genius

I very much doubt it.

But if you want to see this patch in main minetest code you should trouble dev team about it.

I am far too lazy for that.
by inkelyad
Sun Apr 01, 2012 18:25
 
Forum: Partly official engine development
Topic: Lua interface to perlin noise generators
Replies: 7
Views: 2777

It can be used for ore placement, for example. Current way in upstream an in moreores/gems is way too boring.
by inkelyad
Sun Apr 01, 2012 15:10
 
Forum: Partly official engine development
Topic: Lua interface to perlin noise generators
Replies: 7
Views: 2777

Lua interface to perlin noise generators

patch Demo code for 2d noise local test_noise = function( minp, maxp, seed ) -- var = new PerlinNoise(seed, octaves, persisitence) -- or -- minetest.env:get_perlinnoise(seed_diff, octaves, persistence) -- it will use world seed + seed_diff as a seed value local noise = minetest.env:get_perlinnoise(...
by inkelyad
Sun Apr 01, 2012 10:23
 
Forum: Partly official engine development
Topic: Lua interface to perlin noise generators
Replies: 7
Views: 2777

Look at my patch in this topic. But it seems to produce error when compiled in Windows environment.
by inkelyad
Sat Mar 24, 2012 09:52
 
Forum: Feature Discussion
Topic: Lua interface for perlin noise (suggestion)
Replies: 3
Views: 945

Mmm... this can be a problem because of the fact of mountains that are way above Y=0. So a mountain, that would normally have a few or a lot gemstones/ores, would no longer have them. My function solves exactly this problem. It return ground level . You want to know mountains height, right? well if...
by inkelyad
Sun Feb 19, 2012 14:33
 
Forum: Partly official engine development
Topic: LUA function: get_ground_level
Replies: 12
Views: 2552

LUA function: get_ground_level

github link

It shoul be useful for 'More Ores' and 'Gemstones' mods.
by inkelyad
Sat Jan 21, 2012 14:18
 
Forum: Partly official engine development
Topic: LUA function: get_ground_level
Replies: 12
Views: 2552

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