Gallery for "The hole in the sky" biomes


Some cool images from biomes from my game. I also added the images from the "farlands" of the game as well as mapped it out.

Shots


Now comes the farlands: Farlands are regions of the map where the game logic does not behave as expected due to integer or floating point limitation/inaccuracies. These are usually billions of blocks away so they do not affect normal playthrough.

The farlands roughly mapped out. The one piece bothers me is the inland edgelike nothingness. That is mathematically not correct there but the measurements can't lie.

X=1e8. Here, movement breaks (X movement does not work) and noise start to generate weird larger steps rather than a smooth terrain. Greedy meshing planes gets offsetted randomly when looking around. This is invariant for X,-X,Z,-Z due to the nature of the hash noise.

X=1e6 Z=1e6 diagonal. Here, movement breaks (Diagonal movement is not possible, only X and Z alignemt movement) and the greedy meshing planes gets transformed in the rendering which breaks the voxel-like look. This is not invariant.

X=-1e6 Z=-1e6 diagonal. Here, movement breaks (Diagonal movement is not possible, only X and Z alignemt movement) and the greedy meshing planes gets transformed and Z-fight. This is not invariant.

X=1e9. Here, movement breaks (X movement becomes Z movement) and chunk content gets striped along the dominant axis. This is invariant for X,-X,Z,-Z due to the nature of the hash noise.

X=2^31-1. Here, movement breaks (only Z movement allowed) and only small stripes are visible along the dominant axis. This is invariant for X,-X,Z,-Z due to the nature of the hash noise.

Nothingness. Here, rendering or generation breaks. No terrain is visible. Movement is possible in the Y direction. This is invariant for X,-X,Z,-Z due to the nature of the hash noise.


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