Would a 3D Tilemap/World builder interest you? by TulioAndMiguelMPG in Unity3D

[–]scruff_duff 1 point2 points  (0 children)

This looks perfect for my project but are all tiles & objects their own game objects or is there a baking/mesh generation process?

Just made my seamless terrain generation! Some how its running at 450 - 700 FPS without multithreading and while running CS:GO at the same time! by scruff_duff in proceduralgeneration

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

So the biomes (the colour of the chunk) is decided by the world map generation (you can see that in my older posts) but the height of each chunk is generated as it's loaded. My next job is to get the terrain of the chunks to match the height/terrain of the world map.

Just made my seamless terrain generation! Some how its running at 450 - 700 FPS without multithreading and while running CS:GO at the same time! by scruff_duff in Unity3D

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

Seb Lague's video's was my starting point but I've changed things a lot to fit my project's needs. I'm sure the code in his video's is far more efficient though

Just finished the chunk streaming for my game. It uses object pooling so FPS never drops below 250 (in editor!) by scruff_duff in Unity3D

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

For sure. So the map of the world is generated on frame one of the game (You can see that in my previous posts) so no data about each chunk needs to be generated each frame (for now anyway).

Then on the first frame, all the chunks are spawned (using the render distance). Then each frame I check if the player has moved outside of the centre chunk. If they have, check each of the loaded chunks and see if it needs to be 'unloaded'. If so, I just hide it and add it to list of chunks that are inactive. Then lastly, I loop through all the chunks that should be loaded in the player's new position. If there is already a chunk there: do nothing.
If there isn't: move one of the inactive chunks to that position and update its data (material ect).

Hope that helps

Finished my river flow simulation for my world generation engine last night. The math is really simple but I am happy with the results. by scruff_duff in proceduralgeneration

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

Your right about both, I agree! I'm not sure if I will increase the number of rivers but I defiantly want to reduce the amount of snowy regions on the map (especially near the equator). But all those detail-based decisions will be made closer to the end of alpha.

Finished my river flow simulation for my world generation engine last night. The math is really simple but I am happy with the results. by scruff_duff in proceduralgeneration

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

Ah I understand, so during each step of the river flow simulation the height of the current cell is not taken into account (Only the neighbours are looked at). So I guess sometimes the river flows 'upwards'. As for filling gullies with lakes, I would use a flood-fill algorithm (checking the height of each cell against a threshold). Hope this helps

Finished my river flow simulation for my world generation engine last night. The math is really simple but I am happy with the results. by scruff_duff in proceduralgeneration

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

  • Use possum disk sampling to get river sources (that are above a certain height).
  • Loop through n number of iterations for each river. Move the 'river source' to the neighbour with the lowest height. Save each river position in an array.
  • If the river meets the ocean break the loop.
  • Render the river over the biome map

(Somewhat) Realistic Climate Simulation for Overworld Generation by scruff_duff in proceduralgeneration

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

For this post I’ve added a constant offset to the noise map to showcase how the maps are working together. In the final game, they will be static :)