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Posted

so ive kinda become obsessed with learning about noise generation to do some cool things with the terrain but I can't seem to figure out a way to stitch the terrain easily from one biome to the next because im using custom noise functions inside each biome.  I kinda see how they do it via the heightmap creator in the chunkprovider where they blend the base heights of the biome but im trying to connect a little more smoothly.  Easiest way I can think of just a simple worldgen to check the biome edge and smooth out the terrain a little bit, but was hoping maybe better alternatives.  Problem seems to be reliable checking where the biome edge is what have you.  I don't know really where to start Ive googled the issue and seems there is no real solution to stitching terrain any tips or ideas would be appreciated

Posted
This thread might offer some insight.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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Posted

thanks. Taking a look at the Box blur approach.  I just have issues comprehending how and where in the code to compare 2 chunks and where it actually splits the chunks where biomes connect in the middle of it I think

Posted

I haven't done anything with chunk generation and noise, so I can't really help you there.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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