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A common technique for generating random worlds with large biomes is to use stock noise algorithms like perlin noise or simplex noise. Such algorithms generate noise patterns which generate a kind of "smoothed out randomness". Values don't change abruptly like they do in random white noise (like you are using right now). They change gradually with varying ...


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Don't add biomes, instead vary parameters around your world and pick the biome based on that. For example you set a temperature and rainfall and you can use them to pick a biome; dry and how would be a desert, cold and dry would be taiga, cold and wet would be snow lands etc. That way you avoid having a snow biome next to a hot desert without a buffer zone....


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Databases are supposed to be used for persisting long-lived data, not for ephemeral data. Using a database for storing short-lived chat messages just to delete them seconds later is quite an anti-pattern. It was common in the early years of PHP where databases were pretty much the only way to exchange data between sessions. But more modern web application ...


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I'm on my phone and can't provide a super detailed answer, but here goes. This answer will not cover the physics calculation that you use, only the logic. It looks like there is trash data in your loop. When evaluating a body with itself, you do not update the angle and the acceleration, it remeains to what was used with a previous body. Whatever is in ...


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