Showing off the world gen I built for my game

Dec 7, 2024 11:31 AM

Alexius1

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11626

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45

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7

I wanted to show off the world gen algorithm I made.
It involves assigning temperature base on latitude grabbing mountain/sea placement info from a perlin noise texture.
Rivers are pathing randomly from mountains to the sea or other rivers (following rules on how they can bend). Then other features are generated also based on perlin but also availability of water.

The terrain is using a texture blend shader that blends 8 albedos (with height info in alpha) and normals based on the meshes color values. It uses a technique called stochastic texture sampling which uses magic numbers to sample and blend multiple positions on a texture and break repetition.

Plants and the ocean are animated from the shader (i did not realize this was possible before starting this) and rivers are creases in the terrain in which a bezier curve is rendered as a mesh. Finally plants are assigned based on terrain type from a scriptable object and rendered using Batch Render Groups for performance.

Relevant, but I think I've gotten used to them. "Animosity towards Quaternions ended. Now RectTransforms are my enemy"

programming

unity3d

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it looks cool!

9 months ago | Likes 2 Dislikes 0

Looks good but I have one question (and this is a question I think can be asked about many globe map generators): why are the palm trees taller than the snow capped mountains?

9 months ago | Likes 3 Dislikes 0

Map readability is more important than realistic scaling.

9 months ago | Likes 3 Dislikes 0

yeah, just a design choice. i could have them closer to realistic scale (like in civ), but it looks too noisy when they move around in the wind imo

9 months ago | Likes 4 Dislikes 0

Yeah but maybe the sweet spot is somewhere in between

9 months ago | Likes 1 Dislikes 0

Looks gorgeous. What game are you making?

This world made me wish they'd remake populous 3.

9 months ago | Likes 7 Dislikes 0

Ty, it's a turn-based god game called "Gods must Work" based on optimizing object placement for synergies (if you are interested, feel free to check out the alpha build on discord https://discord.gg/uvGJFcSZ).

9 months ago | Likes 6 Dislikes 0

So more like civilization in how it plays?

9 months ago | Likes 1 Dislikes 0

You don't control what the humans do directly, so more like REUS if you know that game.

9 months ago | Likes 2 Dislikes 0

Aye. I have it. It's on my backlog but I'll check it out. I usually prefer that type of game. Anyways, I've joined your discord. I'll keep an eye on details there!

9 months ago | Likes 2 Dislikes 0