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"path": "/viewtopic.php?p=450505#p450505",
"publishedAt": "2026-04-11T23:37:40.000Z",
"site": "https://forum.luanti.org",
"tags": [
"Screenshot",
"Wuzzy"
],
"textContent": "Good news! After my hard work on my game Lazarr! has concluded (more or less), I’ve decided to pick up Repixture again.\n\nI worked on villages in the last few days. The village generation has been annoying to me for many years. Villages have always looked quite clunky and poorly adapt to the landscape. Performance was also a weak point.\n\nI’m happy to report I made significant progress here! So far, I managed to do:\n\n\n * Non-flat villages!\n * Make village houses and paths adapt to the landscape\n * The simple but very unflexible \"grid\" pattern of villages is now gone\n * Prevent most forms of aggressive cutting into terrain\n * Generate villages in new, more \"complex\" biomes like forests without awkwardly causing \"hanging trees\"\n * Use the same pathfinder that mobs use to generate paths between houses\n * Narrower, more natural looking paths\n * Prevent annoying lag spikes by moving village generation code into Luanti’s mapgen thread\n\nScreenshot.\n\nThe only major task that is still open is preventing the giant ugly terrain overhangs when a house generates close to a cliff edge.\n\nOnce villages are stable enough, I can think about finally adding some _real_ features, like new building types, etc. This should be easy to do under the new system.\n\nStatistics: Posted by Wuzzy — Sat Apr 11, 2026 23:37\n\n* * *",
"title": "Game Releases • Re: [Game] Repixture [3.18.2]",
"updatedAt": "2026-04-11T23:37:40.000Z"
}