# TODO List for a Minecraft-Like Terrain Generator in Rust ## 1. Define Objectives and Requirements - **Features:** - Global terrain generation (overall elevation) - Local detail (surface variations) - Biome transitions and optionally cave systems - **Technical Constraints:** - Chunk dimensions (e.g., 16×16 blocks horizontally with a fixed vertical height) - Memory management (chunk caching, on-demand generation) - Server integration (protocol, networking, etc.) - **Output Format:** - How to represent the world (e.g., a 3D array of block types) - Block types (Air, Grass, Dirt, Stone, Water, etc.) ## 2. Research and Select Noise Algorithms - Study noise algorithms such as Perlin and Simplex. - Understand Fractal Brownian Motion (fBm) to combine multiple octaves. - Define parameters like frequency, amplitude, persistence, number of octaves, and scaling factors. ## 3. Set Up Your Rust Project - Create a new project with Cargo. - Add necessary dependencies in `Cargo.toml` (e.g., the `noise` crate). - Set up version control (Git). ## 4. Implement Basic Noise Generation - Write a simple prototype to generate noise values. - Use a scaling factor to avoid sampling only on integer coordinates. - Test with a fixed seed for reproducibility. ## 5. Implement Fractal Brownian Motion (fBm) - Create a function to combine multiple noise octaves. - Adjust parameters (octaves, persistence, etc.) and test the results. ## 6. Map Noise to Terrain Height - Convert normalized noise values (e.g., from -1 to 1) to block heights. - Define a mapping strategy (for example, scaling to a maximum height). ## 7. Design the Chunk Data Structure - Decide on chunk dimensions (e.g., 16×16×128). - Create a simple structure to represent blocks (using enums or similar). ## 8. Generate Chunks Based on Noise - For each (x, z) coordinate in a chunk: - Calculate the noise value. - Map it to a terrain height. - Fill in blocks based on the height (e.g., surface, sub-surface, stone). - Keep the code modular and avoid overcomplicating early on. ## 9. Test and Visualize the Generated Terrain - Write unit tests for noise functions and terrain mapping. - Create a simple visualization (e.g., a 2D height map printed to the console or exporting data for external tools). - Verify that parameter adjustments produce the expected variations. ## 10. Integrate the Generator into Your Server Architecture - Implement on-demand chunk generation as the player moves. - Cache generated chunks (in memory or on disk) to avoid re-computation. - Consider multithreading or asynchronous processing for parallel generation. ## 11. Optimize and Refine - Profile the terrain generation for performance bottlenecks. - Fine-tune noise parameters and mapping logic. - Plan future enhancements (biomes, caves, advanced block types). ## 12. Document and Maintain the Codebase - Document your functions, parameters, and overall architecture. - Use version control to track changes and manage iterative improvements. - Keep your code modular for easy future enhancements.