To preface this, let me just mention I have very little experience with math.noise/perlin noise and I imagine that’d be a big part of this, so explain it like I’m five.
I’ve been trying to make a script for a mining game, one that generates believable caves on command, think Minecraft or Azure Mines on ROBLOX, the issue is, my method (preset vectors randomized by 1 block) is very laggy to generate and typically results in players falling below the mine.
I don’t like forking from/referencing other games code (especially for something I intend to market and profit from), so I’ve been considering referencing the Azure Mines open-source project as a sort of “last resort”.
My best option with that in mind was to raise the question here.
Brief Explanation of the System:
You break a block with a pickaxe and it generates a block in each direction (above, below, left, right) where a block has not existed prior, fairly simple system.
How could I take this system and implement cave generation into it?