Render Technique

Rendering Unity

  • Scriptable Render Pipeline (SRP)
  • High definition render pipeline (HDRP)
    • for high performance platform
  • Universal Render Pipeline (URP)
    • light-weight rendering pipeline, limited light ability.

Minecraft with RTX PBR Texturing Guide

Minecraft Map Generation

MineCraft world generation, some references:

chunk (16*16) generation:

  1. terrain shaping (stone/air).
  2. fill water.
  3. surface layer, replace the top blocks.
  4. features & structures.

Terrain shaping:

  • Random with different scale: Multiple octaves perlin noises (each octave : double the frequency and double the amplitude).
  • Random with Continentalness + Erosion + Peaks & valleys.
    • map : noise -> terrain height
    • build by sampling & spline lines.
  • 3d noise perlin noise + height bias.
  • caving : density factor.
    • 0/1 : Cheese caves.
    • border : Spaghetti caves.

Surface: Biomes different eco-system bundle. Continentalness + Erosion + Peaks & valleys + Temperature + Humidity –(table map)–> biome type.

Some Tips:

  • 16 * 16 * 16 chunks, generate the chunk sides, and only render the visible sides.
    • chunks putting together, hide invisible chunk faces.
    • if block changed, chunk visible faces should be generated.
    • threading chunk generation.
    • skip generation for deep invisible chunks.
  • block id encoding, float -> bytes.
  • lighted face pre-rendered.

Minecraft World Generation & Nice Modes

My implementation: