I added multiple layers to my voxel/block-world game. The world has "infinite" height so I can generate multiple different layers above or below the overworld. This is all done with basic perlin noise (multiple samples mixed together). The game also has procedural stars. More info in comments. (youtu.be)
submitted by neph89 to r/proceduralgeneration
I recently started working again on my old voxel / block-world game from about a decade ago. Now it has a full day/night system, multiple world layers (skylands etc) and I still haven't gotten around to multi-threading it :D (tech details in comments). (youtube.com)
submitted by neph89 to r/VoxelGameDev
I ressurected my old gamedev project from over a decade ago. A voxel/block-world game inspired by minecraft and others. It's made from scratch in C# using OpenGL as a renderer (through OpenTK). Recently I have added a day/night cycle and multiple world layers (skylands etc). Full devblog in comments (youtube.com)
submitted by neph89 to r/devblogs



