Windows HiDPI support fares better; everything works, it just isn’t scaled up.
Labels for exposed values sometimes truncate:
There’s no option to preview 3d noise
Cave noise assigned at the world node doesn’t appear to inherit through to sub-biomes
“Bugs”
Visualizations in separate windows don’t update until you switch to the tap their node exists in.
For example, you’re working on a 2d noise function (in its own file), and have that noise function connected to a heightmap in a biome (separate file), and are previewing that heightmap in a separate window. If you make a change to the noise function, the preview won’t update until you switch to the biome’s tab. Ideally, I think, the visualization would update when you save the 2d noise’s file
Constant noise probably doesn’t need to show frequency or seed
Opening some of the built in configs (such as noise2d/HeightmapRollingHills) yields “World config was migrated from an older version, please test incase of failure”
Suggestions
Consider committing values when clicking outside of a dialog, and only discarding values when pressing escape (instead of committing only when pressing return). That’s the behavior my fingers seem to expect, at least
Support ⌘- shortcuts in addition to ctrl- for us OS X plebs.
Double tap to toggle a node’s contents makes sense, but it was definitely a bit confusing at first. A single tap on the disclosure arrow would be preferable, though, I think. (Unless you want to get into disambiguating drags and taps on the same touch target; bleh)
ctrl- or ⌘- click on a connection to clear it (it was a super handy shortcut in the old WB!)
Allow other nodes to be chained into a part’s reference node (for example, being able to remap a heightmap to have a smaller range). Could make previewing a part in isolation a bit easier
Ability to toggle the toolbar/menu (so we can have full-window visualizations)
Horizontal/vertical split views (would be nice, but I can only assume that it would be a fair bit of work)
I’m undecided on this one… I agree it’s perhaps not ideal (and I hadn’t considered this use-case before, so it’s not that it was designed this way), but it does at least fit with the ‘tabs in the background are not updated’ behavior
that the packaged configs are not already fully migrated being a ‘not ideal’ case rather than a bug, the fact that it says ‘world config’ is a bug, since this wasn’t a world config you were opening
For my dunes function, for instance, I want to be able to visualize it with different height ranges (e.g. in a biome part), and with different block types.
The best approach I was able to find was to make a biome part that uses the dunes function (in its own window), and visualize its chunks (in another window).
I think it’d be pretty handy to be able to expand upon the test node:
There’d be less window juggling (one less window, or tab to switch to)
The test node can also act as a useful reference when sharing these functions
I’m not able to load or save worlds… seems to be a path issue. I’m currently on my desktop (Windows 10). Does the World Builder need to be installed on the C: drive?
I’ve checked the path I am saving to /loading from and it is correct (the same path as the error message).
Another thing that would be really handy is an option to have sharp biome edges for sub-biome selection (rather than relying on the global biome size). Handy for rocks jutting out of some terrain, rivers, etc.
For example, I’ve set my biome size to 1 (by editing the file), which works great to approximate it (but means I can’t have smooth transitions for any of my other biomes):
So, I’d really like to make a world where there is a harsh surface (lava, lots of rock, etc), but underneath that is a series of huge caverns and tunnels containing a lush environment. Lots of gleam, gleam trees, bioluminescence, etc to light the place up. Underground lakes. All that jazz.
Further, I think it’d be pretty interesting if you can only enter the underground in certain places in the world, such as a lava lake that has broken through and is slowly draining into the underground. Elsewhere, you’d encounter bedrock between the overworld and underworld. Finding the underworld might even be considered a surprise. This would be a late game world
I’ve been messing around with a world like this, but there are some WB features that I think would really help make it real:
A 3d node that lets you specify a gradient along the y axis (Bézier?). For example, a smooth transition between values of -1 at y=20, 1 at y=110, back to -1 at y=200
A node like this could be used to restrict caves, and probably many other things at various altitude bands
It could probably be used as an alternative to cave shrink, too!
An extrusion node: Give it a 2d node (heightmap), and it extrudes that into 3d space.
Probably also another 2d node for a lower heightmap, so you can create bands of 3d terrain
This node would be insanely useful in pretty much every world I’ve played with, thus far
Cave shrink:
A broader range (I’d like to be able to guarantee that no caves break the surface)
Or possibly even a minimum y below the surface that caves can begin?
A version of cave shrink that works from the bottom of the world (to avoid hitting bedrock too often)
Maybe just a way of specifying a 3d function that controls cave shrink? (such as the y-axis gradient node above)
The ability to create a strata layer out of bedrock (maybe with a warning?)
“bugs” that make this a bit tough, too:
There’s no way to preview a 3d noise node in isolation, currently
Cave noise assigned at the world node doesn’t appear to inherit through to sub-biomes
Downloaded the new version, connected a whole bunch of things together, can’t find the “now generate the world, dammit” button. I’m sure these “connect a bunch of dialog panels with Bezier curves” UIs are intuitive to somebody, and I realize this isn’t the finished product–but could the next release lower the usage frustration index a bit?
(When I complained last year and someone responded with a video, I really tried to watch it. The problem is I read faster than I watch videos, so training me with a video isn’t the best choice. My attention starts to wander about 47 seconds in.)
Like this, with a 3-point bezier you could raise the sea floor, without the mountain skyrock to the moon, and use it with bias to get some interesting thing.
It looks like the world builder config directory got moved under ~/Library/Application Support/` on OS X (makes sense). Though it got moved to a weird path on my machine:
Also, something that’s been nagging at me for a while: it seems like the Simplex noise implementation is skewed along the x axis (ish; really, skewed at something like 30° above that axis).
I much prefer the look of Simplex noise, but this one oddity makes me constantly go back to Perlin since it looks more “regular”.
I get that Simplex generates along a triangular grid (lattice?), but I would expect that to not look skewed like the WB seems to generate Simplex noise. For example, we currently see noise like:
That’s to do with making the simplex noise wrap, because a lattice of equilateral triangles doesn’t ‘fit’ into a square effectively. Same for 3d simplex