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dannsworldgenerator

dannsworldgenerator

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Gliesa Development - Terrain Preview

Greetings members! Today I want to share with you Gliesa’s latest development results (as of February 19, 2021) and what’s coming next. This is exciting stuff, so sit tight!

The last article presented the first preview of my “The Stack” terrain architecture. I explained that the terrain in the previews was a bare-bones prototype, and that I was going to sculpt the contents. In this article I present t...

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Gliesa JAR

This page is where you'll find all future Gliesa JAR downloads.

Jar: gliesa-0.2.0-SNAPSHOT-patreon.jar This is the second pre-alpha build of Gliesa. This is a very early development build that showcases the terrain above water level. This build doesn't contain ores, props, and the terrain is only made up of stone blocks. To use this plugin, put it in your plugins folde...

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The Gliesa Project – First Biome

Hello everyone,

These past two weeks I’ve been upgrading the tools I need to design Gliesa’s terrain. The tools I’ve been using so far were great for creating normal Minecraft terrain, but for writing Gliesa’s complex terrain I had to rework the “terrain math” part of the SDK. The new tools are finally done, and I’ve officially started designing Gliesa’s first biome.

I can’t overstate how excited I am. In this article I want to go over this first biome by showing...

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The Gliesa Project – An Alien World

In this post I want to explain the motivation behind the project and give an outline of its structure and content. Although specific content is not the focus of this post, I will touch a bit on it.

Gliesa is a fantasy super-earth, a giant habitable planet inspired by the planets around the Gliese planetary system. With this project I want to give myself the creative freedom to explore some truly out-of-the-box concepts that I’ve been contemplating for years. Gliesa will coalesce some ...

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The Terrain SDK

Version one of the SDK (engine) provided a solid structure to Dann’s World Generator and brought parallel processing and speed. It separated the responsibilities which made it easy to fully focus on an isolated aspect when developing content.

Although it was a great start, the SDK lacked features that I wanted, features that I needed if I want to push the limits of what’s possible with procedural generation. Props couldn’t see each other when generating, so a tree for example, had...

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The Cave Problem (Solution Coming Tomorrow)

Before yesterday, the framework’s chunk generation process could be separated in two major steps: the terrain and the props. The terrain is optimized to generate landscapes (the ground and cliffs, general landmass, etc.), and the props step is optimized to generate independent structures that may require a specific environment to be placed in (for example a tree might need dirt and 10 blocks of air). In that version of the framework there was only one type of prop, and it could only scan ra...

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Mountain Biome: Beta 1

The Mountains biome is 98% aesthetically complete. This means that it looks very close to its final result, but that many other aspects of the plugin are still not ready. The JAR attached to this post contains only the Mountain biome. In future beta releases I will add the desert biome, as well as numerous fixes and improvements to the plugin.

Update: New JAR is compiled for Java 8.

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Community Project 1: Idea Discussion

Let’s start thinking of our first community guided experimental world generator. 

According to tier descriptions, voting on polls and discussing the process of development will be available to All-access and VIP tiers but only the VIP tier will have access to the jar download.

Although I decided to never use schematics for DWG, we can use them for these experimental builds ...

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Community Update & Plans

The Community

I want to improve the experience here and on Patreon. I've been working constantly on the new mountain biome update and I kind of left community work on the back burner for a few weeks. 

To fix this I will add weekly posts on Patreon detailing the work done during the previous week with pictures and even polls gathering community feedback.

Additionally, I will start working on fully experimental projects where decisions will be made by pat...

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Cave Update JAR (1.1.4)

We've all been waiting for e a cave upgrade for a year now, here it is ;).  This is a massive upgrade to the underground and to some aspects of the above-ground terrain. 

This update required upgrading entire parts of my custom engine framework. Modularizing prop generators and terrain scanners was extremely important and took a lot of work to get right, but I finally feel confident with the results.

River Tunnels

The humidity inside the river tunn...

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Cave Update Alpha 4 Preview JAR (1.1.0_A_4)

This build revamps the underground rivers' decorations and adds vines to the sides of the oases.

Mushrooms now grow on the walls and sides of the underground river tunnels. Vines also populate these tunnels giving them a dense organic atmosphere  This type of cavern decor was planned for the tunnels since their conception and finally it's here.

Vines also populate the oasis walls providing an easier way for players to get down after they die. :)

The Alpha 4 JAR<...

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Cave Update Alpha 3 Preview JAR (1.1.0_A_3)

This is a major alpha update. The build adds the new Stalactite Mushroom caves, performance improvements, and numerous under-the-hood improvements. Also yes I decided to change the version numbering system to three parts [massive].[large].[minor] update.

Stalactite Mushroom Cave

This cave is themed around moss and humidity. It's occupied by different types of mushrooms and is sometimes bed to lakes. Realistic stalactite and stalagmite formations link the floor and...

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Cave Update Alpha 2 Preview JAR (1.0.1.0_A_2)

This is a bug fix and feature update and not a terrain update.

Regen Command

This update adds the ability to select an area and regenerate it using the regen command. I intended to allow regeneration of very large areas (1000+ chunks) without impacting TPS too much.

To use this feature:
/dwg a - selects chunk A
/dwg b - selects chunk B
/dwg regen - starts the regeneration task

Bedrock Configuration

Bedrock can b...

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Cave Update Alpha 1 Preview JAR (1.0.1.0_A_1)

For two weeks now I've been working on the cave update. To bring the highest quality caves new functionalities had to be added to the core engine.

Modular Prop Generator

In the release versions of the plugin the only props that were generated are the long vanilla-like caves and the trees. The code generating them is composed of monolithic functions that receive many variables and output the generated prop. This worked for a small number of props, but I quickly rea...

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Upcoming Cave Update

Caverns are the most upvoted feature of the poll that I posted on Patreon, followed by the dungeons. I expected most of you to vote for the stronghold considering it's necessary to get to the end, looks like I was wrong. This coming week I will develop the cave system with new structures, and content. If I have some time left I will add some placeholder vanilla dungeons to the world, as well as a placeholder stronghold. If you want to share ideas and discuss them, please use the #disc...

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Underground Update Priorities

The next update to the plugin will be in the underground. There are a few aspects of the underground I will be working on, and I want to know which ones excite you the most and should be a priority.

Caves Upgrade: replace the vanilla-like caves with a variety of different cave structures inspired from fantasy and real-life geology.

Strongholds/Mine Shafts/Dungeons: add the mentioned building type to the world.


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Update 1.0.0.6 of Oasis Desert

This is a fix update. I improved the distribution of caves to make them less rare. The lava used to be dark on first load (blame spigot for this :P), now it's bright like it should be. Diamond ore used to not generate at all. 

The diamonds problem was caused by the field vanilla-diamonds.ores-pre-chunk in config.yml which had a value of 2 by default. In short when the generator decides how many veins to generate, it divides the number of total diamonds by the average number of diam...

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Largest Update Yet

This is the largest update yet to come since I released it in terms of features. I implemented the features that I presented in my last post. Attached to this post is the version for patrons only which doesn't display self-promotion to players after they login.

My favourite feature has to be the configurable veins of ore. The default vein configuration in config.yml is my attempt to mimic vanilla Minecraft ores. The feature also allows adding new vein types, and removing vein types, as ...

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Upcoming Features

The following features will come today or tomorrow in build 1.0.0.5:

1. Logging of the time it takes to generate chunks. This feature will allow the server administrator to benchmark their server's terrain generation performance and can be enabled in the plugin's configuration file.

2. Saplings grow custom trees (when available). Can be disabled in the configuration file..

3. I’ve done some deep under the hood rewrites of the container class I use to hold the data as it is...

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Oasis Desert Demo Without The Login Advertisement

The current demo on Spigot displays an advertisement for myself for any player that logs into the server. This build has this disabled for my Patrons. Please don't share to non-patrons. :)

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