made Tall Trails, Fossil Corner, & Plant Daddy
overfull.games
during the "determine POI position" step, it can run 2 ways: completely proc-gen (positions determined by algorithm) or bespoke (predetermined positions)
but i don't really "edit" the islands so much as steer their initial generation
& yes, no overhangs or tunnels w the heightmap approach!
during the "determine POI position" step, it can run 2 ways: completely proc-gen (positions determined by algorithm) or bespoke (predetermined positions)
but i don't really "edit" the islands so much as steer their initial generation
& yes, no overhangs or tunnels w the heightmap approach!
1. determine the position of POI
2. draw a heightmap around the POI
3. pass the heightmap to the seb-style terrain gen system, which handles breaking it into chunks, LOD levels, etc.
1. determine the position of POI
2. draw a heightmap around the POI
3. pass the heightmap to the seb-style terrain gen system, which handles breaking it into chunks, LOD levels, etc.
the inspiration for the system came from these seb lague videos, which are excellent: www.youtube.com/watch?v=wbpM...
the inspiration for the system came from these seb lague videos, which are excellent: www.youtube.com/watch?v=wbpM...