Terrain
Perlin noise and structure passes produce forests, beaches, ridges, wetlands, caves, towers, cabins, and ruins.
Chunks are created around the player, meshed for the GPU, and retired when they are no longer useful. The point is a world that feels present without forcing a server into the loop.
Perlin noise and structure passes produce forests, beaches, ridges, wetlands, caves, towers, cabins, and ruins.
Stone, ore, dirt, wood, leaves, wool, glass, glow blocks, water, and utility blocks all stay available from the creative loop.
Day-night movement, water behavior, dynamic light, pickups, and mobs give the terrain enough response to feel playable.