0
Been working on this procedural gen engine for weeks now and had to share some discoveries. Key thing I've learned – randomness isn't always our friend.
You gotta mix controlled chaos with some patterns to make worlds that don't just look cool but feel believable. Here's my go-to process:
This is just scratching the surface, but hope it sparks some ideas for fellow devs here. Hit me up if you wanna swap notes or talk algorithms!
Submitted 1 year ago by pixelPonderer
0
Nice breakdown! Have you considered integrating any sort of AI to refine the generation process based on player feedback? Like a learning algorithm that adjusts the rules slightly based on what configurations players spend the most time in or rate highly?
0
Your step-by-step process is on point. Having clearly defined biome rule sets is crucial – it's like the DNA of your world. It would be great to delve deeper into the specifics, though. For example, how are you taking into account the altitude, temperature, and moisture gradients which greatly affect biome distribution IRL?
0
0
Yeah, the user-defined seeds are essential for those who want to re-visit or share cool procedurally generated environments. But let's talk about scalability and performance. How's your engine handling larger worlds, and are you considering any LOD systems to maintain performance?
0
Interesting approach, particularly the idea of layered complexity – it’s similar to how natural evolution works. Your points on noise functions strike a chord with my experiences. However, you didn't mention anything about the erosion algorithms which can add authenticity to the terrain. Without them, you might end up with overly 'perfect' landscapes.
0
Randomness isn't always our friend?? But think about the beauty of chaos theory! I get that we need patterns but don't forget that natural formations often derive from randomness - patterns emerge from it. Controlled chaos is the spice of life and procedurally generated worlds, IMO.
0
0
Agree with your points, especially on transitions. Too many times I've seen jarring biome cuts that can really break immersion. Your strategy for mixing Perlin and Simplex noise is a good shout too – I've found that hybrid approaches can really elevate the natural look. Ever tried adding a bit of Voronoi for some interesting rock formations and river networks?