Welcome to this thread. We've been working on a Minecraft project for almost 2 years now. It is custom coded original and innovative spigot server (Not modded). Rather than a static world, we've made a dynamic world that perpetually moves around players and we're looking for people who could help us progress in anyway shape or form without pay.
Contact me: Kalinox#0001
Without further explanations I will be posting a bunch of content we've already made or are working on:
Banner:
Website: SupremeObsidian.net
How our world is generated (In chunks) :
Adding 16x16 schematics ontop of these chunks:
Making biomes chunk based:
16x16 32x32 64x64 schematics made by our builders:
Schematics built added to world generation:
Relational database concept:
Database of all chunks in the world:
Schematics on all chunks:
Added 9x9 flat chunk with crystals at the center for orcs and humans to claim a settlement (infinite settlements generate through the world):
Some Orc building schematics:
Locations of buildings without orc settlement:
Visual of some buildings upgraded in orc settlement (Total of 15 different buildings all upgradeable from level 1 to 10 , that means 250 different buildings per settlement):
Human settlement:
Road schematics made by our builders:
Road concept when generating through 2x2 and 3x3 chunk schematics:
Traversal Algorithm for roads between settlements:
New road generation concept, rather than having 1 road between settlements, make it more randomized:
voronoi algorithm for roads in action:
Dungeon generation algorithm to generate mazes automatically with spawn room/treasure rooms / boss rooms (gifs don't work so you have to click on this one):
Results of this algorithm in Java (White squares are 16x16 chunk floors and black squares are 16x16 chunk walls):
Complexity augmented:
Dungeon concept:
Result:
Result with only 4 16x16 schematics:
Making ocean schematics for ocean biome overworld and forest schematics for forest biome overworld:
What the forest biome should look like:
Contact me: Kalinox#0001
Without further explanations I will be posting a bunch of content we've already made or are working on:
Banner:
Website: SupremeObsidian.net
How our world is generated (In chunks) :
Adding 16x16 schematics ontop of these chunks:
Making biomes chunk based:
16x16 32x32 64x64 schematics made by our builders:
Schematics built added to world generation:
Relational database concept:
Database of all chunks in the world:
Schematics on all chunks:
Added 9x9 flat chunk with crystals at the center for orcs and humans to claim a settlement (infinite settlements generate through the world):
Some Orc building schematics:
Locations of buildings without orc settlement:
Visual of some buildings upgraded in orc settlement (Total of 15 different buildings all upgradeable from level 1 to 10 , that means 250 different buildings per settlement):
Human settlement:
Road schematics made by our builders:
Road concept when generating through 2x2 and 3x3 chunk schematics:
Traversal Algorithm for roads between settlements:
New road generation concept, rather than having 1 road between settlements, make it more randomized:
voronoi algorithm for roads in action:
Dungeon generation algorithm to generate mazes automatically with spawn room/treasure rooms / boss rooms (gifs don't work so you have to click on this one):
Results of this algorithm in Java (White squares are 16x16 chunk floors and black squares are 16x16 chunk walls):
Complexity augmented:
Dungeon concept:
Result:
Result with only 4 16x16 schematics:
Making ocean schematics for ocean biome overworld and forest schematics for forest biome overworld:
What the forest biome should look like:
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