PROC GEN


Some experimentation with procedural generated 3D worlds using noise.


Initial Proc Gen with sliders to determine mountains, valleys, and rivers. Each grid space is filled with a 3d cube that is colored appropriately based on it’s height and adjacency to water.

I wanted a more island feel, so I adjusted the system to build islands rather than sections of land.

Each tile was aware of the one next to it, including water tiles which had their own animation for foam.

Ltitle bits like rocks, grass, trees, and flowers would generate across the surface of the ground depending on it’s elevation and terrain.

Finally, to reduce load times, instead of generating the entire world as meshes, I stored the generated map into an array, and had it populate on the fly to reduce the amount stored in memory.

You can see to the right the world coming in and out as the player moves around.

With a dense fog the effect is unnoticeable!

This fog is a bit thick and in the future I wanted to clamp it a bit more, but this was mostly a proof of concept.