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Yes.

I still have to make a finished terrain generator, but I already implemented many things like octaved perlin noise (with shaders so that I can regenerate and make quick edits), poisson discs with perlin noise. I also implemented a midpoint displacement+successive blur to make mountain erosion.

I'm planning to use some brush editor to manually create terrain zone layers at a very macro level, for things like biomes, elevation, seas, etc, so that the terrain generator can do the rest, and then put cities manually. I've seen some pretty impressive terrain generators, but I'd rather focus on cities that look almost real, with building interiors.

The goal is to have a very large quantity of explorable land, without needing level designers and level artists, while not sacrificing quality too much.



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