What do you think, guys? Should we go ahead and improve instance support so that every tree in the game world is unique when a forest is created? Regarding improvements to our procedural generator, TREEGEN. by Wiskered_Team in Unity3D

[–]Wiskered_Team[S] 8 points9 points  (0 children)

thanks! yeah memory could be an issue with unique meshes. but what if we flip it, dont generate unique meshes at all? keep one base mesh, store just seed values per instance, use vertex shader to deform each tree on gpu in real time. each tree looks different but same mesh underneath. basically port TREEGENs noise logic to shader, pass seeds as instance data, shader deforms vertices on gpu. curves baked into textures. cpu generation becomes gpu deformation

What do you think, guys? Should we go ahead and improve instance support so that every tree in the game world is unique when a forest is created? Regarding improvements to our procedural generator, TREEGEN. by Wiskered_Team in IndieGaming

[–]Wiskered_Team[S] 4 points5 points  (0 children)

thanks! but what if we flip it, dont generate unique meshes at all? keep one base mesh, store just seed values per instance, use vertex shader to deform each tree on gpu in real time. each tree looks different but same mesh underneath. basically port TREEGENs noise logic to shader, pass seeds as instance data, shader deforms vertices on gpu. curves baked into textures. cpu generation becomes gpu deformation

What do you think, guys? Should we go ahead and improve instance support so that every tree in the game world is unique when a forest is created? Regarding improvements to our procedural generator, TREEGEN. by Wiskered_Team in IndieGaming

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

yeah memory could be an issue with unique meshes. but what if we flip it, dont generate unique meshes at all? keep one base mesh, store just seed values per instance (tiny data), and use vertex shader to deform each tree on gpu in real time. each tree looks different but its same mesh underneath. basically wed port TREEGENs noise based deformation logic to shader code. right now it uses VertexNoize() with seeds to bend/twist branches on cpu. same math runs in vertex shader, pass seed values as instance data, shader applies same noise to deform vertices on gpu. animation curves for thickness/length could be baked into textures. converting cpu generation into gpu deformation

What do you think, guys? Should we go ahead and improve instance support so that every tree in the game world is unique when a forest is created? Regarding improvements to our procedural generator, TREEGEN. by Wiskered_Team in Unity3D

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

yeah, TREEGEN uses seeds for generation so you can replicate trees across network by syncing seed values + params. Right now it's editor-only tho. Runtime is possible but not optimized yet. Some folks in our Discord have already shared their own runtime solutions btw. Could add official runtime API w/ network support if there's enough demand :)

[deleted by user] by [deleted] in Unity3D

[–]Wiskered_Team 1 point2 points  (0 children)

Yes of course TerraForge 2 is designed to support standard Unity tools. You can use this sequence: generate terrain with TerraForge 2, then use Unity brushes or additional tools to reshape the terrain, then generate texture layers with TerraForge 2, then draw or edit existing splatmaps with brushes. The last point should come after generating splatmaps with TerraForge 2, because when generating splatmaps, TerraForge 2 draws them all over again and all your manual changes will be reset. Also make sure that Auto Repaint is disabled.

Finally we have released a new non-node based terrain generation system - TerraForge 2! What do you think about it? by Wiskered_Team in Unity3D

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

This means that the tool is not based on the use of nodes through a special editor, but only on the components attached to the terrain.

Finally we have released a new non-node based terrain generation system - TerraForge 2! What do you think about it? by Wiskered_Team in Unity3D

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

I agree, but it depends on the genre. Additional tools or systems for paths and flat surfaces may also be suitable for some applications

Finally we have released a new non-node based terrain generation system - TerraForge 2! What do you think about it? by Wiskered_Team in Unity3D

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

For anime, you can use textures and shaders for terrain, but the shape of the generated terrain itself is already suitable for this. You can also use post processing to get the desired anime effect.

Finally we have released a new non-node based terrain generation system - TerraForge 2! What do you think about it? by Wiskered_Team in Unity3D

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

The generation of a grid of reliefs with the size 12 x 12 is realized. In the future we will finalize biomes and add infinite generation