You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This involves using noise channels to control the concentration of different ore types within asteroid rock. Use NoiseIndexSystem and a noise channel per "group" of ore to essentially function as a multiplier for the probablity of that ore dropping. I personally would use a Dictionary<string, EntitySpawnEntry> for this, storing the rock's initial world position upon spawn and then computing the List<EntitySpawnEntry> to use by going over the keys/values of the dictionary, checking the value of the noise channel (the key) at that initial location, and multiplying the spawn entry's probability by that value.
Future work
Bonus points if you make asteroid debris decide their IFF color based on which ore noise channel has the largest value at the center of the roid. (And even more bonus points if, instead, you implement a scanning system of sorts to locate concentrations of specific ores without simply being a map)
The text was updated successfully, but these errors were encountered:
WAITING ON WORLDGEN MERGE.
Initial requirements
tl;dr ore isn't uniform.
This involves using noise channels to control the concentration of different ore types within asteroid rock. Use NoiseIndexSystem and a noise channel per "group" of ore to essentially function as a multiplier for the probablity of that ore dropping. I personally would use a
Dictionary<string, EntitySpawnEntry>
for this, storing the rock's initial world position upon spawn and then computing theList<EntitySpawnEntry>
to use by going over the keys/values of the dictionary, checking the value of the noise channel (the key) at that initial location, and multiplying the spawn entry's probability by that value.Future work
Bonus points if you make asteroid debris decide their IFF color based on which ore noise channel has the largest value at the center of the roid. (And even more bonus points if, instead, you implement a scanning system of sorts to locate concentrations of specific ores without simply being a map)
The text was updated successfully, but these errors were encountered: