Modding:WorldGen Concept: Difference between revisions

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== Intro == <!--T:1-->
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This article introduces how world generation is handled in Vintage story, and the extent to which it can be modded. It is also intended as a general introduction for modding endeavors in regards to world generation.
This article introduces how world generation is handled in Vintage story, and the extent to which it can be modded. It is also intended as a general introduction for modding endeavors in regards to world generation.
=== Terminology ===
=== Terminology ===
Important terminology to note while reading this article:
Important terminology to note while reading this article:
* Chunk (An area of 32x32x32 blocks. It is of note that chunks do not span the world height.)
* '''Chunk''': An data structure that holds 32x32x32 blocks. It is of note that chunks do not span the world height.
* Chunk column (A set of chunks spanning the vertical height of the world. Given a world height of 256, a chunk column would represent 8 vertically stacked chunks)
* '''Chunk column''': A set of chunks spanning the vertical height of the world. Given a world height of 256, a chunk column would represent 8 vertically stacked chunks
* Map chunk (The area covered by a chunk column, but not referring to the chunks therein)
* '''Map chunk''': A data structure that holds information on a chunk column, such as the rain height or snow accumulation
* Region (The area covered by 16x16 chunk columns)
* '''Map Region''': A data structure that holds information over an area of 16x16 chunk columns, such as weather and maps required for world generation
== Concept ==
== Concept ==
World generation is the process of generating necessary data about the world when the player requires it. World generation is done on a region, map chunk and chunk column basis - each acting as a meaningful subdivision of the world. Each region, map chunk and chunk column is only generated once and stores important data about that area.  
World generation is the process of generating necessary data about the world when the player requires it. World generation is done on a region, map chunk and chunk column basis - each acting as a meaningful subdivision of the world. Each region, map chunk and chunk column is only generated once and stores important data about that area.  
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