Algorithm for generating cave-like noise. Adds BorderedSimplexNoiseTexture
and BorderedSimplexNoise
objects.
func getChunk_rivers(position: Vector2) -> Dictionary:
var ground = []
var deco = []
for x in range(16):
ground.append([])
deco.append([])
for y in range(16):
var vec = Vector2(position.x + x, position.y + y)
var value = riverNoise.get_noise_2dv(vec)
if (value > 0.0):
value = 1
else:
value = 0
ground[-1].append(value)
deco[-1].append(-1)
return({
'ground' : ground,
'deco' : deco
})
func getChunk_caves(position: Vector2) -> Dictionary:
var ground = []
var deco = []
for x in range(16):
ground.append([])
deco.append([])
for y in range(16):
var vec = Vector2(position.x + x, position.y + y)
var value = caveNoise.get_noise_2dv(vec)
var val_ground = 2
var val_deco = -1
if (value == 0.0):
val_deco = 0
elif (underwaterLakeNoise.get_noise_2dv(vec) <= underwaterLakeThreshold):
val_ground = 3
ground[-1].append(val_ground)
deco[-1].append(val_deco)
return({
'ground' : ground,
'deco' : deco
})