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Every tile material has several variants to look less repetitive. These variants are chosen based on a pseudorandom pattern that follows a certain set of rules (so the tiles don't change every time they're rendered).
The pattern would most likely consist of the following parameters:
A constant seed for foreground tiles and another for background tiles (possibly also ones for material mods)
The world seed (so every world has a different pattern)
The X, Y coordinates
Additionally, depending on the hashing function, it may also consist of:
An initial hash value
A prime number to multiply with
Based on research and digging through Starbound's binary files, I've found the following:
At some point Starbound used FNV hashing but possibly not anymore (several FNV constants are not in the binary)
The Starbound binary does contain the full set of primes used by xxHash
Additionally, the binary contains at least the following primes:
16,777,619 (associated with 32-bit FNV)
1,099,511,628,211 (associated with 64-bit FNV)
2,938,728,349 (appears to be unique to Starbound)
The text was updated successfully, but these errors were encountered:
Every tile material has several variants to look less repetitive. These variants are chosen based on a pseudorandom pattern that follows a certain set of rules (so the tiles don't change every time they're rendered).
The pattern would most likely consist of the following parameters:
Additionally, depending on the hashing function, it may also consist of:
Based on research and digging through Starbound's binary files, I've found the following:
The text was updated successfully, but these errors were encountered: