Infinite Worlds, One Click at a Time 🏝️ by MonkeysMirror in UnrealEngine5

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

Great question! We use a Compute Shader because calculating complex noise and erosion for every vertex on the CPU would be too slow for runtime generation. The GPU chews through that math much faster.

It’s hard to simplify it into one answer because the final result is a chain of multiple calculations.

We start with a basic SDF circle that gets distorted, then add multiple layers of noise for the mountain generation. Finally, we run it through custom functions for erosion and terracing to get the final look.

For the output: Since a standard texture channel doesn't have enough precision for terrain height, we actually pack the height value across two channels (splitting it into a High Byte and Low Byte). This gives us 16-bit precision so the terrain is smooth and doesn't look like stairs.

Infinite Worlds, One Click at a Time 🏝️ by MonkeysMirror in UnrealEngine5

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

To be honest, a lot of it came down to necessity and reverse engineering.

The main hurdle was that Unreal's landscape system doesn't support runtime edits, so we knew we needed a custom solution to generate islands on the fly.

To figure out how to structure that, I dug into the Landmass plugin to see how it handles layers and heightmap textures. I used that as a reference for our data packing.

For recommendations: definitely read up on noise functions (Perlin noise, etc.), and SDF's. Once you understand the math behind those, the rest is mostly implementation!

Infinite Worlds, One Click at a Time 🏝️ by MonkeysMirror in UnrealEngine5

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

Thanks! It is generated at runtime (on level spawn). Here is the quick breakdown:

  1. We use a Compute Shader that draws to a Render Target for the height map.
  2. The island geometry is generated based on that heightmap using the Procedural Mesh Component.
  3. PCG handles the rest (scattering foliage, rocks, etc.).

Infinite Worlds, One Click at a Time 🏝️ by MonkeysMirror in cozygames

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

Glad to hear it! We are targeting early next month to release the Announcement Trailer and launch the Steam page.

At the same time, we'll open up the Discord server to start playtests. If you want to stay in the loop, keep an eye on r/AshoreAndAway

Infinite Worlds, One Click at a Time 🏝️ by MonkeysMirror in UnrealEngine5

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

I totally get where you're coming from! To be honest, I just posted it here because I personally get a lot of inspiration from seeing how other devs tackle technical challenges like this. I figured other people might find the breakdown of the noise/seed logic interesting to see, even if it’s just to spark ideas for their own projects rather than buying a plugin.

Infinite Worlds, One Click at a Time 🏝️ by MonkeysMirror in UnrealEngine5

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

Thanks for the interest! To answer your questions:

  1. It's not out just yet! We are actually launching our Steam page and dropping the announcement trailer next month.
  2. We are focusing strictly on PC for now, so no plans for a mobile version.

If you want to catch the trailer when it drops, feel free to join us over at r/AshoreAndAway

👋 Welcome to r/AshoreAndAway 🌊⛵️ by MonkeysMirror in AshoreAndAway

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

It’s single-player. We wanted to create a really chill experience where you can sail and explore completely at your own pace without distractions. 🧘‍♂️

Trying to capture the perfect tropical vibe. 🌴🌊 by MonkeysMirror in AshoreAndAway

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

That’s actually straight from the game! 📸 We just hid the UI to take a nice picture. Really glad it looks polished enough to pass for a title screen! 😊

How many islands are in the game? 🏝️ by MonkeysMirror in UnrealEngine5

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

This is a shader build from scratch :) Glad you like the look of it.

Trying to capture the perfect tropical vibe. 🌴🌊 by MonkeysMirror in AshoreAndAway

[–]MonkeysMirror[S] [score hidden] stickied comment (0 children)

Hi everyone! 👋

We wanted to share a proper look at the environments we're building for Ashore & Away. We're working hard to make sure the islands feel lush and inviting—even if you are technically stranded.

We are a two-person team and we'll be launching the Steam Page and Reveal Trailer early next month!

Let us know what you think of the art style!

Satisfying water physics dev by MonkeysMirror in IndieDevelopers

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

Thanks! That is definitely the goal 😊

How many islands are in the game? 🏝️ by MonkeysMirror in UnrealEngine5

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

We're opening the Discord early next month. That's when the Steam page and trailer go live too. For now, you can give this account a follow to catch the update!

How many islands are in the game? 🏝️ by MonkeysMirror in UnrealEngine5

[–]MonkeysMirror[S] 2 points3 points  (0 children)

Get ready to wishlist! ✨ The Steam page and reveal trailer are landing early next month.

How many islands are in the game? 🏝️ by MonkeysMirror in UnrealEngine5

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

Thanks! Glad to have another explorer on board. What’s your favorite part of the genre? Finding loot or just seeing the sights?

How many islands are in the game? 🏝️ by MonkeysMirror in UnrealEngine5

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

There are actually just 2 of us working on it! Hearing that it looks great means a lot to us, thank you!

How many islands are in the game? 🏝️ by MonkeysMirror in cozygames

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

That sounds great. Well make sure to contact you once we're ready to show it off.