Hybrid Dog wrote:l thought you mean a teleporter like the one of Zeg9
paramat wrote:for teleportation to an ungenerated area [...]
Ow.. my question regarding manipulations on non-generated chunks was not really about the teleportation mod from Ben, I'm working on a different project. Though the question was related and your replies have been insightful, thank you.
I'm making a game that divides the map in rooms for an infinite dungeon maze, where each room is randomly chosen from a set of selected schematics. The idea is that people would be able to create their own "challenge rooms" and add them to the pool so the number of possibilities keeps growing.
So far I have the layout and I can generate an infinite binary-tree maze of rooms fairly fast. However, loading the (worldedit) schematics slows down the generation quite a lot. I was thinking on ways to optimize it.
Would using mts files instead of worldedit improve the performance?
How does the mapgen know how further away from the player it needs to generate? My game will be full of closed walls, so I don't really need a big radius. So far I was trying to ease the amount of rooms generated simultaneously by putting bigger gaps between the levels. But there's still a lot of generation going on.
Maybe I should decouple the schematic load from the mapgen. Something like.. have an ABM in the center of each room that loads the schematic as soon as it's at a distance from the player. This way I can control better the pace in which the schematics load. Would this be a good idea?
Also, right now I'm using singlenode. But it might be cool to consider using some mapgen in such a way that the whole underground can be the dungeon while the surface can have the standard biomes, if I figure out a way to make the mapgen not interfere with the dungeon (I guess I can disable ores, but I'm not so sure about lava, caverealms seemed to have trouble with that, maybe being a subgame helps here).