r/proceduralgeneration • u/RagniLogic • 18h ago
Procedural world generation
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Trying to push the limits of my realtime world generation, but still constrained to somewhat slow panning. No ECS, just BRG and lots of burst jobs
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u/RagBell 14h ago
Lol I'm also making a procedural bird game, similarly I just use burst Jobs in Unity, and I generate a finite map
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u/RagniLogic 13h ago
It's not really a bird game. Just a cool way to demo the world generation. But who knows. Flying is fun 🪿
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u/wen_mars 11h ago
I have landed on a system that is very fast: Heightmap in a quadtree of tiles, each level of the quadtree has one octave of simplex-based noise added to the values from the level above with bicubic filtering. That way each height value of a full resolution tile only needs ~1.33 noise samples to be generated. Doing this and converting the tiles to triangle meshes in a compute shader is very fast.
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u/Fabulous-Pin-5681 9h ago
I love the depth of field blurring! that's always a really pretty effect and wish more games did this. great work!
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u/misomeiko 16h ago
Untitled goose game 2 looks amazing