Building a Basic Terrain System
A chunk is made up of blocks, and a terrain is made by stitching together many chunks.
To programatically generate natural-looking terrain, I use a heigt map, which is a grid of elevation values typically created with Perlin noise. This gives the terrain its hills, valleys, and natural variation.
Before building a chunk mesh, I loop through its blocks and assign a block type based on its height relative to the height map.
For example:
for (int x = 0; x < width; ++x) {
for (int z = 0; z < length; ++z) {
for (int y = 0; y < height; ++y) {
BlockType type = Air; //default block type is air
int h = height_map[x][z];
if (y > h && y <= water_level) {
type = Water;
}
if (y == h) {
type = Grass;
}
if (y < h) {
type = Dirt;
if (y < h - 5) {
type = Stone;
}
}
if (y <= h && y >= h - 2 && y + 1 < height && y + 1 <= water_level) {
type = Sand;
}
blocks[x][y][z].type = type;
}
}
}
This code snippet ensures
- Grass blocks appear at the surface (as defined by the height map).
- Dirt blocks are placed just below the grass layer.
- Stone blocks are formed underground, if they are more than 5 blocks below the surface.
- Water fills the space above the terrain but below a defined water level.
- Sand appears near shorelines; just below the surface if there's water above.
- The remaining blocks are left as Air.
This block type assignment should happen before mesh generation, since any change in block type means changing a block's texture.