You are absolutely right, but I think your answer mostly applies to flow accumulation during real-time chunk generation in an infinite world.
My example was slightly different: I was talking about restricting that analysis to a predefined finite region, such as the center of the world.
In that case, the hydrological analysis would not need to run per chunk at runtime, but only once for that bounded area - a region that is fully known, where a heightmap can be derived and analyzed. Within that region the flow accumulator could run across the entire dataset.
The rest of the world could still use cheaper procedural methods.
Even if something like this never became part of the core generator, having tools or nodes in the worldgen editor that allow creating river masks like this would be incredible. Just imagining what worlds could look like with that is exciting.
Expensive for sure, but incredible.
@slikey@Simon_Hypixel
If the BaseHeight is supposed to be fixed, why does the default biome still generate terrain down to "bedrock" height instead of staying at the "base" height like it used to? (Y=100 instead of Y=0)
Or could it be that we're actually talking about different BaseHeight bugs?
(https://t.co/hmkyiP1xv5)
@HypeSe7en Recreating games 1:1 in Hytale would be difficult, because I assume you would violate the intellectual property rights of the respective game π€·ββοΈ
Out of topic, but the active hotbar slot was improved for white regions, but in desert areas the issue still isnβt fully solved. Even with the yellow dot, itβs still easy to lose track of it. Or is it just me? π€·ββοΈ
Maybe it would be better if the background of the active slot had a different color than the others β or if the slot popped out more / had a slightly different size?
Everyone should try this: close your eyes, scroll randomly in a desert region (like in the screenshots), and then see how fast you find the active slot.
I always need a moment to locate it π
.@Slikey@ThomasFrick@Simon_Hypixel
Do you see a possibility in the future to UV-lock individual model boxes, or introduce another technique that helps textures look correct on rotated blocks?
Even rotation-dependent textures (e.g. Stair_Corner_Right_Facing_North.png) would already help a lot to avoid the visual inconsistencies seen on rotated stairs and corners.
Some blocks just end up with a bit weird textures in certain rotations, which can look a little off. Fixing those would make everything feel a lot more consistent.
@Simon_Hypixel A small one:
I needed Hardwood today and had no idea which of the 32 wood types it was.
A short description on trunks would make this way more beginner-friendly