procedural generation
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Implementing Biomes In An Open World

Hi,

I wanted to ask you all a question about biome generation.

In an open world with plants, animals, weather, terrain types, etc... I have two ways I could implement different biome areas.

1. Go with Minecraft's approach and have a list of biomes in a Temperature/Humitity table.
Each biome type dictates what can grow/spawn there, what the weather can be, what the terrain looks like, etc. It's easier for artists/designers to control.
2. Not implement biomes at all and instead just describe what conditions (Temperature range, humidity, altitude, etc) are required for a plant/animal/weather/terrain to exist at a given place. That way, biomes aren't discrete, but kind of organically implied. It's harder for artists/designers to control.

What would you recommend?

If you have an alternate approach, I'd love to hear it.

Thanks!

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https://redd.it/14lr2gf
@proceduralgeneration
Procedural acoustic percussion synth patch

Procedural sound design is my passion, and I'm always trying out new stuff. Nowadays I'm having a lot of fun with multichannel feedback networks and resonator coupling through mixing matrices. This video shows one of the results of my experimentations.


https://youtu.be/hoggEa3hNWI

https://redd.it/14lco8j
@proceduralgeneration
Need help with documentation

Im an amateur and hobbyist trying to make a prototype for a 3D survival game. The game is supposed to be run on a large procedurally generated planet so players can go all the way around the world instead of being blocked by invisible barriers (outside of getting to the stratosphere that is).

The prototype is being done in Unity due to machine constraints and ease of use, so far i have been able to generate a Cube Sphere mesh on the editor. The problem im having now is that i feel stuck on how to apply noise into the mesh and the video tutorials i have watched only go as far as calling the default Perlin Noise method on a flat plane or invoke a separate library for it instead of using the default method in the engine.

I have tried to look on google for other tutorials/guides but they are on different engines or use a different coding language so im completely lost.

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https://redd.it/14kmetx
@proceduralgeneration
Procedural terrain (Mesh) generation with Unity Engine

I am currently using unity to create an infinite terrain system, i have been trying to increase performance so i moved to parallel for Jobs for the mesh generation however since this the mesh is shrinking when the lod changes

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Any help is appreciated


the code is provided below

The original base size with no lod changes

Shrinks on top and right side

Code:

https://gist.github.com/owenhotshots/6cf2933aed0a2223de6721f59beddba4

https://redd.it/14n710i
@proceduralgeneration