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by skitter 442 days ago
If you're interested in how the mountains and rivers are generated, it's mostly based on the paper "Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion": Each chunk rises (at a noise-based, constant rate) while erosion is applied based on the chunk's slope and the size of its catchment area.

The result is a river network as well as the central height of each chunk; based on this roads, caves and structures are laid out. The actual voxels are only determined when a player loads the area and are (usually) not persisted.

Also, for some technologies not related to worldgen: Rendering is done via wgpu, models are built in MagicaVoxel, and both client and server use an ECS (specs).