Timeline for How to create a minecraft style world that is based of a heightmap
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S Dec 29, 2015 at 23:40 | history | suggested | starikcetin | CC BY-SA 3.0 | this is not needed, really. |
| Dec 29, 2015 at 21:21 | comment | added | FissionFlame | If you were dealing with depth such as blocks under blocks then yet, that way is superior in all aspects, but if they don't have destructible terrain, heightmaps are easier because its just an image and you can use your favorite photo editing tool,(ms paint, gimp, photoshop) instead of programming a terrain editor or programming an editor option into the game for the dev | |
| Dec 29, 2015 at 21:11 | comment | added | starikcetin | This seems like overkill to me, actually using a heightmap for voxel terrain seems overkill to me. I would just store it as a list of heights, and then iterate through it each time the same way. So i wouldn't need to store locations, but just heights. | |
| Dec 29, 2015 at 21:09 | review | Suggested edits | |||
| S Dec 29, 2015 at 23:40 | |||||
| Dec 29, 2015 at 20:53 | history | answered | FissionFlame | CC BY-SA 3.0 |