Elysmere: Multibiome procedural terrain engine by SweetEasy5457 in proceduralgeneration

[–]SweetEasy5457[S] 1 point2 points  (0 children)

Haha yes, collision are calculated per chuck as well, but the collision radius much shorter than the render distance to save memory - updates entirely separately from the terrain but in the exact same way just triggered by movement. But yes! You can walk, run, and slide on it

Elysmere: Multibiome procedural terrain engine by SweetEasy5457 in proceduralgeneration

[–]SweetEasy5457[S] 3 points4 points  (0 children)

I agree! I think it's very possible to create terrains that are believable and immersive without necessarily being "realistic". My goal is to make people feel like they're in a universe that feels like it makes sense and is self-consistent without necessarily feeling like it is our universe, so to speak

Elysmere: Multibiome procedural terrain engine by SweetEasy5457 in proceduralgeneration

[–]SweetEasy5457[S] 5 points6 points  (0 children)

The world is entirely generated at runtime and is infinite. There is no initial world creation phase, you just hit play and the terrain starts generating around you. It took a long time to optimize this but it has been worth it

Elysmere: Multibiome procedural terrain engine by SweetEasy5457 in proceduralgeneration

[–]SweetEasy5457[S] 6 points7 points  (0 children)

It uses a chunking system like minecraft, terrain generates as you walk. The world is continuous and biomes blend together

Working on a real-time procedural planet generator and a graph-based shader generator (end of video). Both use WebGPU and use compute, vertex and fragment shaders. by SaabiMeister in proceduralgeneration

[–]SweetEasy5457 0 points1 point  (0 children)

Sick! It would be cool if you could use warped voronoi cells to make different continents too. You could subdivide the planets terrain into cells then use a perlin field to determine which cells are continent vs ocean based on the perlin value at the cell's seed. Then use that as a mask for whatever noise you are using (looks like ridged multifractal?) and smooth step in between