5.0 KiB
5.0 KiB
title, type, weight
| title | type | weight |
|---|---|---|
| Cave Generation | docs | 2 |
The cave generation system creates underground cave networks, caverns, and subterranean features.
Package: com.hypixel.hytale.server.worldgen.cave
Cave Generator
The CaveGenerator carves out underground spaces:
public class CaveGenerator {
// Generate caves for chunk
public void generateCaves(GenerationContainer container, int chunkX, int chunkZ);
// Check if position is in cave
public boolean isInCave(int x, int y, int z);
// Get cave density at position
public float getCaveDensity(int x, int y, int z);
}
Cave Types
Tunnel Caves
Winding tunnels through terrain:
CaveType: Tunnel
Width: 3.0
Height: 4.0
Length: 50-200
Frequency: 0.02
MinY: 10
MaxY: 60
Cavern Caves
Large open underground spaces:
CaveType: Cavern
MinRadius: 10
MaxRadius: 30
MinHeight: 8
MaxHeight: 20
Frequency: 0.005
MinY: 5
MaxY: 40
Ravine Caves
Vertical crack formations:
CaveType: Ravine
Width: 5-15
Depth: 30-60
Length: 100-300
Frequency: 0.001
Noise-Based Generation
Caves use 3D noise for natural shapes:
public class CaveNoiseGenerator {
private SimplexNoise primaryNoise;
private SimplexNoise secondaryNoise;
private float threshold;
public boolean shouldCarve(int x, int y, int z) {
float noise1 = primaryNoise.noise3D(x * 0.05f, y * 0.1f, z * 0.05f);
float noise2 = secondaryNoise.noise3D(x * 0.02f, y * 0.05f, z * 0.02f);
float combined = (noise1 + noise2) / 2.0f;
return combined > threshold;
}
}
Cave Carving
public class CaveCarver {
// Carve sphere at position
public void carveSphere(GenerationContainer container, Vector3d center, float radius);
// Carve tunnel between points
public void carveTunnel(
GenerationContainer container,
Vector3d start,
Vector3d end,
float radius
);
// Carve with noise
public void carveWithNoise(
GenerationContainer container,
Vector3d position,
NoiseGenerator noise,
float threshold
);
}
Cave Decoration
After carving, caves are decorated:
public class CaveDecorator {
// Add stalactites/stalagmites
public void addStalactites(GenerationContainer container, int x, int y, int z);
// Add crystal formations
public void addCrystals(GenerationContainer container, int x, int y, int z);
// Add water/lava pools
public void addPool(GenerationContainer container, int x, int y, int z, FluidType type);
// Add cave vegetation
public void addMushrooms(GenerationContainer container, int x, int y, int z);
}
Cave Biomes
Different cave biomes with unique features:
# cave_biomes/crystal_cave.yaml
Type: CaveBiome
Id: crystal_cave
Features:
- Type: CrystalCluster
Frequency: 0.1
MinSize: 2
MaxSize: 8
- Type: GlowingMushroom
Frequency: 0.05
AmbientLight: 0.2
Blocks:
Floor: crystal_stone
Ceiling: crystal_stone
Walls: smooth_stone
Cave Configuration
# worldgen/cave_config.yaml
CaveGeneration:
Enabled: true
Types:
- Type: Tunnel
Weight: 0.6
MinY: 10
MaxY: 60
- Type: Cavern
Weight: 0.3
MinY: 5
MaxY: 40
- Type: Ravine
Weight: 0.1
MinY: 0
MaxY: 64
Decoration:
Stalactites: true
Pools: true
Vegetation: true
NoiseSettings:
Octaves: 4
Persistence: 0.5
Scale: 0.05
Cave Systems
Connected cave networks:
public class CaveSystem {
private List<CaveNode> nodes;
private List<CaveConnection> connections;
// Generate connected system
public void generate(GenerationContainer container) {
// Create nodes
for (int i = 0; i < nodeCount; i++) {
nodes.add(createCaveNode());
}
// Connect nodes
for (CaveNode node : nodes) {
CaveNode nearest = findNearest(node);
connections.add(new CaveConnection(node, nearest));
}
// Carve caves
for (CaveNode node : nodes) {
carver.carveCavern(container, node.position, node.radius);
}
// Carve tunnels
for (CaveConnection conn : connections) {
carver.carveTunnel(container, conn.start, conn.end, conn.radius);
}
}
}
Integration with Terrain
public class TerrainCaveIntegration {
// Prevent caves from breaking surface
public boolean shouldCarve(int x, int y, int z, int surfaceY) {
// Don't carve within 5 blocks of surface
if (y > surfaceY - 5) {
return false;
}
// Don't carve below bedrock level
if (y < 5) {
return false;
}
return caveNoise.shouldCarve(x, y, z);
}
}
Best Practices
{{< callout type="info" >}} Cave Guidelines:
- Balance cave frequency with world density
- Use noise for natural-looking shapes
- Connect cave systems for exploration
- Add decoration for visual interest
- Consider performance with large caverns {{< /callout >}}