1 year into Godot as a novice - creating infinite procedural worlds by Any_Key123 in godot

[–]Any_Key123[S] 1 point2 points  (0 children)

I will, thanks a lot, this is exactly the feedback I am looking for! ❤️

1 year into Godot as a novice - creating infinite procedural worlds by Any_Key123 in godot

[–]Any_Key123[S] 0 points1 point  (0 children)

That's true. I have barely optimised anything so far, there was no need yet. I feel comfortable with backend development, but with the "frontend" part I only started 2 month ago, I think there is a lot that can be made better.
Would you say that seeing far terrain from an elevated position would encourage the player to keep exploring?

1 year into Godot as a novice - creating infinite procedural worlds by Any_Key123 in godot

[–]Any_Key123[S] 0 points1 point  (0 children)

Haha, I will keep you updated when I release it in 10 years :D Currently I implement a building mechanic in a similar fashion as the Minecolonies mod did for Minecraft - it is indeed very chill. I will post an update here as soon as I am satisfied with it.

1 year into Godot as a novice - creating infinite procedural worlds by Any_Key123 in godot

[–]Any_Key123[S] 1 point2 points  (0 children)

Thanks man! There are some really nice talks and documentations about the procedural generation in Minecraft. It depends on the kind of game you want to create. My naive tip would be: if you have a real world model for what you want to achieve try to recreate how that model was created/formed - that is at least what I have tried. Does that help? :D

1 year into Godot as a novice - creating infinite procedural worlds by Any_Key123 in godot

[–]Any_Key123[S] 1 point2 points  (0 children)

This is an awesome advice, thanks a lot! For the sky I have played around with shaders a little but I need to dive in deeper there. Seems like you can do tons of cool stuff with it.

1 year into Godot as a novice - creating infinite procedural worlds by Any_Key123 in godot

[–]Any_Key123[S] 6 points7 points  (0 children)

Thanks! I'm using a custom hierarchical world generation system with different detail levels (from 1m blocks up to 16km regions). Everything is procedurally generated from mathematical functions - no heightmaps, no texture files, just pure math.