This might also be out of scope for this project but accounting for planet spin makes a noticeable difference in where we'd expect to find humid vs dry regions (why the Baja coast of Mexico is dry but the same latitude south in Peru is a rainforest etc) or why eastern Australia is quite wet and western relatively dry or how western coastal North America is quite wet and mild vs eastern coastal NA, which is slightly less wet and colder
@@eligabeivan Honestly I hope that there is mod/workshop support that allows us to add more algorithms to this generation. Because even if some of these things are out of scope, there are obviously enough nerds interested in the gritty details that we could have fun implementing all these complex effects.
I feel much like there should be an allowance for extreme formations. Sometimes, through a combination of factors, you get wild formations of land, like the Grand Canyon or the chain of Volcanoes in Arizona. I think this should embrace that and have the possibility of that sort of thing happening.
it's always nice to have particularly interesting or strange things happen rarely in randomly generated games rather than prevent them all together, otherwise they can feel a lot samey sometimes
If you are planning to escale this to a full game, it would be really cool if there were an "advance options" when making a world where you can, as a player, play around with all the sliders to make some crazy challenge planets, as well as some funny presets.
IRL there are a lot of coastal deserts and inland rainforests. One of the difficulties with modeling a climate like you're doing is that effects arising from ocean currents and wind patters are not negligible. They're enormous. So are rivers. I love what you're doing with this, which is why I care enough to comment. Hopefully this comes across as constructive rather than critical.
Definatly, i'm trying to strike a balnce between accuracy and performance. But that doesn't mean i won't try add these type of features in the future. Currently talkes about 1s to generate 100 sqkm planet so definatly room to make it more complex.
@@IncandescentGamesi’ve seen you say “Definatly” twice in a row now, so i would like to remind you that it’s spelled “definitely” btw, some people will get unreasonably upset about this haha
@@IncandescentGames One way I think is to apply general climate/biome trends found on Earth by adjusting humidity 1. Places near the equator are usually quite wet 2. Around +/-30 degrees latitude, i.e. the horse latitudes, you usually find dry climates 3. Because of prevailing winds, western parts of continents are usually drier near the horse latitudes, opposite for near equator or near +/- 60 degrees (i.e. polar fronts) For 1 and 2, I think a simple latitude-dependent multiplier to the distance-from-sea calculation will suffice For 3, you can consider shifting the humidity map east/west depending on latitude
It would be cool if the climate of a planet is determined by how far away it is from the sun. It would also be neat if you start on a lush planet but the vast majority are rocky and lifeless. This would encourage terraforming nearby planets and make finding a lively planet feel special
Since you're using an icosahedron as the base of your sphere, could you somehow use the corners as fixed points to build your biomes around? rather than your chunks (which are rhombuses iirc), you could just roll a few random attributes (like temperature, humidity, altitude, etc.) for each of the 12 corners. then using cellular automata you could propagate those attributes outwards until every cell is assigned a biome based on the attributes of its neighbors. you could tweak the rules to get a huge variety of really organic feeling planets. edit: okay i know this sounds crazy but i literally left this comment after only watching a couple minutes of the video, so i had no idea that this was basically exactly the approach you used, except with subdivisions instead of cellular automata
Really like your videos: calm voice, no screaming, no abuse of cutting clips, no unnecessary in-betweens of filming your garden/dog/walks/cooking.... just devlogs like they should be... there could be even more coding ^^
I love your progress on this game! I'm curious to see how you implement all these biomes in the next video. Also, looking at the other suggestions by commentors regarding accuracy, I can't help but point out that a game is meant to be fun, not a realistic simulator. Fun and accuracy can oftentimes be in conflict with one another. For example, Minecraft used to have larger oceans (realistic), but they aren't fun at all. On the other hand, unrealistic generation tends to avoid "procedural oatmeal," since it sometimes produces things that is special to the person playing the game.
I love following the development of this game. It brings to reality a lot of the game ideas I've had. I love the attention to detail. I lack good enough coding ability to create a game of this calibur, so Im so glad you are. The possibilities are endless. Please make the final product (well, please never finalize and always continue!) modable.
Don't worry its happening! The stuff i need to do before release now is realitvly easy (compared to what i have already done) but it will still take me quite a bit of time. As long as its popular enough i will be working on this game for a long time to come.
You should take into account the axis of the planet relative to where the star in the system is. A planet with a pole facing the star would have one always day pole, with extreme heat, and one perpetual night freezing pole, with the equator somewhere in between. Then each planet’s temperature zones could be as unique as the terrain!
You can add a random walker on the shores that goes towards the land to generate river that touch the sea, you can make it favor lower altitude regions to get waterfalls.
You need fault rift: - for each continental plates, get a random vector. - where 2 plates meet, compare vectors - if vector diverge, that's a rift - if vector converge, that's montain - compute wind pass to get planetary wind vector field
If you want even more realistic and interesting biomes, you could account for the affect of the bands of alternating east and west trade winds creating rain shadows from wind going over mountains and monsoon zones with ultra-rainy biomes, or rough ocean currents moving warm water toward regions near the poles and then cool water toward regions near the equator, making places like the UK, which is warmed by ocean currents. If you want to get really detailed, you could base all of the generation on plate tectonics instead, giving rise to natural looking mountain-hill-plane-coast-sea gradients, getting places like the Rocky Mountains, Tibetan Plateau, and oceanic trenches for that thalassaphobic deep abyss stuff.
I'm not sure that works as well in a realtime setting, but I just experimented a bit with Perlin noise driving Perlin noise: You have at least four parameters: - scale (the base scale of your first layer) - detail (how many rescaled versions of that first layer you have) - roughness (how strongly the later layers are mixed in. By default 0.5, so each layer is half as strong as the one before. But this could be any value between 0 and 1!) - lacunarity (by what factor you scale each layer. By default 2, but it could be anything!) So one thing you could do is - make 4D Perlin noise (perhaps using the default settings) - use that 4D noise to drive the four parameters of a second perlin noise process. (For detail, since that's normally an integer, in order to get a smooth transition, you can just mix in the final level by a corresponding fraction lower than the roughness) That way, you get more varying terrain, some smoother (low detail, low roughness, large scale) and some more rugged (high detail, high roughness, low scale) and the local fractal dimension would also vary (that part is determined by the Lacunarity) Not sure if the result is varied / controllable enough for your tastes, but could give it a try
For interesting islands, I think it would be interesting for the chance to add land to be dependant on how far into the recursion it is, with like a 0.5/i chance, instead of just cutting it after a certain amount
instead of having a hard cutoff for adding land at finer subdivisions, maybe just make it exponentially less likely? that way you can still sometimes get tiny islands without them overwhelming the map, and it gives you another variable to play with so you could make worlds that are only island chains or worlds that are just one big pangea-like continent
Seeing you finding solutions that work is insanely fascinating. I love the concept of this game, and I think you have a potentially very successful project on your hands! Cant wait for more updates!
with humidity you should define westerly and easterly wind directions and then base it off that, for instance a mountain range blocking a plain from wind in an equatorial region would result in a desert, because the weather systems carried by the wind would drop their rain on the wind-facing side of the mountain. On the rainy side of the mountain would probably be jungle or wetland.
Have you considered a Pangea-like generation and splitting the landmass out across the world? The Pangea map could be used to preview your world before generating the final, split up world so players can't expect to find things/places, and have to actually map out the world more realistically :o Or generate an entirely land world, randomly generating heights and filling in areas with ocean for more earth-like landmass shapes? I'm more referencing how countries like New Zealand or Hawaii have a vast amount of its land shown underwater
I dont know where you want your game to go but you could go for a technical based game where you kind of build industries or technology which allows you to fly to other planets or mine worlds automatically. Just like in those highly technical minecraft modpacks. One of the technologies you could maybe include would be a world analyzer which show you all of the maps from the video.
The world is very wet around the equator. It's dry around 30° latitude north/south on earth like planets and stays kinda wet until the polar convection cell is reached
I see a lot of people making sensible suggestions I would have with planet creation, very cool very cool. So I'll go more sci-fi with my suggestion. Make the sun an actual object/"planet" you can land on if you are planning on allowing mods. Can be very basic and just be made of "sun blocks" or whatever, but essentially this means the sun is something modders could play with, rather than something that will be harder to implement if not in the base game. Like, if interplanetary travel is just going to be like Galacticraft where you click an icon on a menu then yeah not needed, the sun in that case would just be its own area modders could make, but if it's going to be manual travel then it'd be best if the sun wasn't just a special effect in the sky but an actual place far away. Sure vanilla gameplay may not let you go there, but maybe modders want to make a society of sun aliens or something. Can never know.
Great work. It inspires me to get back on the programming wagon I keep falling off of whenever a unity update hits that breaks all of my projects rofl.
great project! looks amazing and I'm so excited for future updates! if i understand correctly how winds work, there should be a thin band of ultra high humidity right near (ish) to your equator. this would make bands of rainforest in the appropriate place. high temperature wouldnt decrease humidity I dont believe? tho im no expert
This is really great looking. Such an interesting concept. I look forward to seeing how it looks on the ground, but I suspect it's quite difficult to translate all of what we've seen in this episode into an actual believable terrain, so I await how you achieve this with anticipation. I also look forward to seeing what other 'world styles' are like. I'm assuming that caves and structures above and below ground level are going to be generated. Will be interesting to see how those function.
giving the player the option to generate a world with more or less oceans/land massses would be super cool. ormaybe thats something to be found in alien worlds idk this game looks awesome tho and im excited to see it keep developing
if you want your mountains to be more realistic, you should simulate plate tectonics to get the height map i dont know how hard this would be, but players should be fine with a little wait while the planet generates
Really? I thought they just use several different noise maps (with some spline curves to make them act non-linearly) and just look at the value of each of those maps at a location to determine the height, biome, etc. There was a video about it on youtube I saw a while ago.
@@Sibula I'm talking specifically about determining where is land and where is ocean. Sorry for not making that clear. Most other things are generated in the way you described.
it would be nice if you could make sure that all the biomes are in a world for at least the first world you spawn in to allow the player to obtain possible biome specific items and see the full range of what is possible in the world
Something I've been daydreaming about lately is the idea of worlds that exist without the players input. Like, I should be able to fly around in spectator mode and watch stories unfold. Trees should spread seeds, animals should breed and hunt on their own. Even a system that degrades unnatural structures over time and regenerates the natural world would. Something like minecraft would be so much better with these features.
It would be interesting to have the humidity map affect how many clouds are in the area and how often it rains. I.E. more clouds near coasts and fewer storms over deserts.
I think that AddLand should be called every iteration, but it needs a counterpart that will randomly remove land chunks. Similarly, lakes and rivers can be added randomly, but must also be removed randomly. This way you can still have macro and micro details, without one dominating the other. I wonder how useful cellular automaton could be in a situation, where you want small islands in the ocean, and small lakes in a continent to be removed at a higher probability, where the ocean and continents themselves have a lower probability of being removed.
Are you going to allow for variation in planet size? At the planets current size even the largest continents would feel a little small. Also, can't wait until you start doing climates for other worlds based on factors like orbital parameters (i.e. semi-major axis of the orbit, eccentricity, etc.), type of star, atmosphere of the planet, etc. Are you planning on varying star types? For example, could we get a planet that orbits a red dwarf and is tidally locked? The possibilities seem endless!
What happens when you go downwards. Does the hole just shrink until you reach the center, or what. Something with building upper, wouldn't the pillars of voxels get farther apart the higher you go?
Yes this would be cool, currently taks < 1s when loading but perhaps it will slow down in future when i add more features. Processing the depth/distance map is the slowest step.
i wonder if there is going to be a way to keep the old generation. while yes it is simplistic and the new generation is shaping up to be better in every way, i do somewhat enjoy the more simple generation and would like to know if maybe it could be an option for world generation, or have it be a rare thing to happen on some of the smaller planets
Man, this game looks amazing. I am currently working on a procedural game and using layered noise, but I never thought about doing it your way! Reminds me of a recursive Conway game of life style. Any plans of releasing this into early access to the public?
So you have a 64 block depth limit, right? Are the blocks super tiny at that depth? What's the core made of? If players find a way to leverage bugs to break through the limit, would they fall until they reach the middle and float?
512 blocks. Over that range blocks only change 10% in size. Currently if a player bugs through they get teleported back but will probably be magma that kills you in the future
That shape is a dual shape with this one. Which means you turn all corners into faces and all faces into corners. I actually base the shape of an icosoheadron. It would look almost identical overall shape wise.
Hi, love the project sor far and will definitly follow the future updates Question : how will a (huge) tower from Planet A will interact with the voxels of Planet B ? (I'm trying to imagine how will a voxel comming from a far far away planet will look like)
@@IncandescentGames this could really be worthy of a live talk somewhere. With some more visualisations of the results and going a bit more into details, i think I’d do very well :)
Every time I finish one of these episodes I get excited to watch the next, then realise it doesn't exist yet
Same
Same. also 64 likes you got a stack
100% agree. This project just gets better and better with every iteration
@@ghastdude589good, because that’s how projects are supposed to work
This would add computation complexity, but you should also expect dryer and wetter regions on either side of mountains due to rain shadows
Yea
Hadley cells would be cool too
Definatly something I could add in the future with a new distance map.
This might also be out of scope for this project but accounting for planet spin makes a noticeable difference in where we'd expect to find humid vs dry regions (why the Baja coast of Mexico is dry but the same latitude south in Peru is a rainforest etc) or why eastern Australia is quite wet and western relatively dry or how western coastal North America is quite wet and mild vs eastern coastal NA, which is slightly less wet and colder
@@eligabeivan Honestly I hope that there is mod/workshop support that allows us to add more algorithms to this generation. Because even if some of these things are out of scope, there are obviously enough nerds interested in the gritty details that we could have fun implementing all these complex effects.
I feel much like there should be an allowance for extreme formations. Sometimes, through a combination of factors, you get wild formations of land, like the Grand Canyon or the chain of Volcanoes in Arizona. I think this should embrace that and have the possibility of that sort of thing happening.
it's always nice to have particularly interesting or strange things happen rarely in randomly generated games rather than prevent them all together, otherwise they can feel a lot samey sometimes
Absolutely
If you are planning to escale this to a full game, it would be really cool if there were an "advance options" when making a world where you can, as a player, play around with all the sliders to make some crazy challenge planets, as well as some funny presets.
you should look at the link in the description
@@saltayjek0046I saw it later!!
There isn’t another devlog series that has me this interested. I’m really excited for this, keep up the good work
IRL there are a lot of coastal deserts and inland rainforests. One of the difficulties with modeling a climate like you're doing is that effects arising from ocean currents and wind patters are not negligible. They're enormous. So are rivers.
I love what you're doing with this, which is why I care enough to comment. Hopefully this comes across as constructive rather than critical.
Definatly, i'm trying to strike a balnce between accuracy and performance. But that doesn't mean i won't try add these type of features in the future. Currently talkes about 1s to generate 100 sqkm planet so definatly room to make it more complex.
@@IncandescentGamesi’ve seen you say “Definatly” twice in a row now, so i would like to remind you that it’s spelled “definitely” btw, some people will get unreasonably upset about this haha
@@IncandescentGames One way I think is to apply general climate/biome trends found on Earth by adjusting humidity
1. Places near the equator are usually quite wet
2. Around +/-30 degrees latitude, i.e. the horse latitudes, you usually find dry climates
3. Because of prevailing winds, western parts of continents are usually drier near the horse latitudes, opposite for near equator or near +/- 60 degrees (i.e. polar fronts)
For 1 and 2, I think a simple latitude-dependent multiplier to the distance-from-sea calculation will suffice
For 3, you can consider shifting the humidity map east/west depending on latitude
It would be cool if the climate of a planet is determined by how far away it is from the sun. It would also be neat if you start on a lush planet but the vast majority are rocky and lifeless. This would encourage terraforming nearby planets and make finding a lively planet feel special
once you add space travel, you will definitely need to add scanners, so you can create like maps for planets using satellites and so on
every time I see one of your videos about PlanetSmith I am amazed. Great work ! So impatient to see the continuation of it
Since you're using an icosahedron as the base of your sphere, could you somehow use the corners as fixed points to build your biomes around? rather than your chunks (which are rhombuses iirc), you could just roll a few random attributes (like temperature, humidity, altitude, etc.) for each of the 12 corners. then using cellular automata you could propagate those attributes outwards until every cell is assigned a biome based on the attributes of its neighbors. you could tweak the rules to get a huge variety of really organic feeling planets.
edit: okay i know this sounds crazy but i literally left this comment after only watching a couple minutes of the video, so i had no idea that this was basically exactly the approach you used, except with subdivisions instead of cellular automata
Really like your videos: calm voice, no screaming, no abuse of cutting clips, no unnecessary in-betweens of filming your garden/dog/walks/cooking.... just devlogs like they should be... there could be even more coding ^^
Damn this looks promising. I also often wondered when someone is going to make realistic biomes, love to see it
Can't wait to see these maps come to life! Beautiful stuff!
I love your progress on this game! I'm curious to see how you implement all these biomes in the next video. Also, looking at the other suggestions by commentors regarding accuracy, I can't help but point out that a game is meant to be fun, not a realistic simulator. Fun and accuracy can oftentimes be in conflict with one another. For example, Minecraft used to have larger oceans (realistic), but they aren't fun at all. On the other hand, unrealistic generation tends to avoid "procedural oatmeal," since it sometimes produces things that is special to the person playing the game.
I love following the development of this game. It brings to reality a lot of the game ideas I've had. I love the attention to detail. I lack good enough coding ability to create a game of this calibur, so Im so glad you are. The possibilities are endless. Please make the final product (well, please never finalize and always continue!) modable.
Don't worry its happening! The stuff i need to do before release now is realitvly easy (compared to what i have already done) but it will still take me quite a bit of time. As long as its popular enough i will be working on this game for a long time to come.
Since this is a Unity project, modding should be relatively simple thanks to BepInEx.
I just love seeing a world being created
I am loving the videos! Super excited for the next! :)
One day it will become the game of my dreams and I would be proud to have been on this journey from the beginning
You should take into account the axis of the planet relative to where the star in the system is. A planet with a pole facing the star would have one always day pole, with extreme heat, and one perpetual night freezing pole, with the equator somewhere in between. Then each planet’s temperature zones could be as unique as the terrain!
You can add a random walker on the shores that goes towards the land to generate river that touch the sea, you can make it favor lower altitude regions to get waterfalls.
You need fault rift:
- for each continental plates, get a random vector.
- where 2 plates meet, compare vectors
- if vector diverge, that's a rift
- if vector converge, that's montain
- compute wind pass to get planetary wind vector field
If you want even more realistic and interesting biomes, you could account for the affect of the bands of alternating east and west trade winds creating rain shadows from wind going over mountains and monsoon zones with ultra-rainy biomes, or rough ocean currents moving warm water toward regions near the poles and then cool water toward regions near the equator, making places like the UK, which is warmed by ocean currents. If you want to get really detailed, you could base all of the generation on plate tectonics instead, giving rise to natural looking mountain-hill-plane-coast-sea gradients, getting places like the Rocky Mountains, Tibetan Plateau, and oceanic trenches for that thalassaphobic deep abyss stuff.
I'm not sure that works as well in a realtime setting, but I just experimented a bit with Perlin noise driving Perlin noise:
You have at least four parameters:
- scale (the base scale of your first layer)
- detail (how many rescaled versions of that first layer you have)
- roughness (how strongly the later layers are mixed in. By default 0.5, so each layer is half as strong as the one before. But this could be any value between 0 and 1!)
- lacunarity (by what factor you scale each layer. By default 2, but it could be anything!)
So one thing you could do is
- make 4D Perlin noise (perhaps using the default settings)
- use that 4D noise to drive the four parameters of a second perlin noise process. (For detail, since that's normally an integer, in order to get a smooth transition, you can just mix in the final level by a corresponding fraction lower than the roughness)
That way, you get more varying terrain, some smoother (low detail, low roughness, large scale) and some more rugged (high detail, high roughness, low scale) and the local fractal dimension would also vary (that part is determined by the Lacunarity)
Not sure if the result is varied / controllable enough for your tastes, but could give it a try
Man’s got a real calming voice, keep dozing off almost xD.
love this! keep going! ps it was my dream to have a game like minecraft but round lol. idk how i found this but im glad!
For interesting islands, I think it would be interesting for the chance to add land to be dependant on how far into the recursion it is, with like a 0.5/i chance, instead of just cutting it after a certain amount
instead of having a hard cutoff for adding land at finer subdivisions, maybe just make it exponentially less likely? that way you can still sometimes get tiny islands without them overwhelming the map, and it gives you another variable to play with so you could make worlds that are only island chains or worlds that are just one big pangea-like continent
I have a different plan for small islands
I've recently started learning JavaScript and it's so cool to finally understand (kinda) some of the code in videos like this
Love these episodes, especially like seeing the technical side of the code work. Definitely going on my wishlist.
Very cool series, I can't wait for this concept to grow
Seeing you finding solutions that work is insanely fascinating. I love the concept of this game, and I think you have a potentially very successful project on your hands! Cant wait for more updates!
with humidity you should define westerly and easterly wind directions and then base it off that, for instance a mountain range blocking a plain from wind in an equatorial region would result in a desert, because the weather systems carried by the wind would drop their rain on the wind-facing side of the mountain. On the rainy side of the mountain would probably be jungle or wetland.
Have you considered a Pangea-like generation and splitting the landmass out across the world?
The Pangea map could be used to preview your world before generating the final, split up world so players can't expect to find things/places, and have to actually map out the world more realistically :o
Or generate an entirely land world, randomly generating heights and filling in areas with ocean for more earth-like landmass shapes?
I'm more referencing how countries like New Zealand or Hawaii have a vast amount of its land shown underwater
I dont know where you want your game to go but you could go for a technical based game where you kind of build industries or technology which allows you to fly to other planets or mine worlds automatically. Just like in those highly technical minecraft modpacks. One of the technologies you could maybe include would be a world analyzer which show you all of the maps from the video.
🦁
Incredible work
I am genuinely so excited for this game to release. I can already tell that it's gonna be awesome! :o
I wanna see volcanoes in this game
Loving it! I'm no programmer but I loove world generation algorithms. I don't know why
Nice Video, very intresting!
This was awesome to watch thank you!!
The world is very wet around the equator. It's dry around 30° latitude north/south on earth like planets and stays kinda wet until the polar convection cell is reached
i bet this will be the next popular game. i'm super exited to play the first version once it comes out!
Always excited to see the progress!
Nice
Also clouds would be nice
this is awesome, you handled this extremely well. im curious how adding lakes and rivers into this changes things though
The game is looking great keep it up!
I see a lot of people making sensible suggestions I would have with planet creation, very cool very cool.
So I'll go more sci-fi with my suggestion.
Make the sun an actual object/"planet" you can land on if you are planning on allowing mods. Can be very basic and just be made of "sun blocks" or whatever, but essentially this means the sun is something modders could play with, rather than something that will be harder to implement if not in the base game.
Like, if interplanetary travel is just going to be like Galacticraft where you click an icon on a menu then yeah not needed, the sun in that case would just be its own area modders could make, but if it's going to be manual travel then it'd be best if the sun wasn't just a special effect in the sky but an actual place far away. Sure vanilla gameplay may not let you go there, but maybe modders want to make a society of sun aliens or something. Can never know.
Great work. It inspires me to get back on the programming wagon I keep falling off of whenever a unity update hits that breaks all of my projects rofl.
great project! looks amazing and I'm so excited for future updates!
if i understand correctly how winds work, there should
be a thin band of ultra high humidity right near (ish) to your equator. this would make bands of rainforest in the appropriate place. high temperature wouldnt decrease humidity I dont believe? tho im no expert
6:39 Looks like a Cosmic Microwave Background Radiation map.
these planet maps look amazing
This is really great looking. Such an interesting concept. I look forward to seeing how it looks on the ground, but I suspect it's quite difficult to translate all of what we've seen in this episode into an actual believable terrain, so I await how you achieve this with anticipation. I also look forward to seeing what other 'world styles' are like.
I'm assuming that caves and structures above and below ground level are going to be generated. Will be interesting to see how those function.
Below ground will happen, I have a plan but it won't be in next episode.
This is a bit like a 3d verison of terraria, jokes aside from my addition to watching and making minecraft clones this one surpasses 90% amazing work!
giving the player the option to generate a world with more or less oceans/land massses would be super cool. ormaybe thats something to be found in alien worlds idk this game looks awesome tho and im excited to see it keep developing
I cant wait to play this game
if you want your mountains to be more realistic, you should simulate plate tectonics to get the height map
i dont know how hard this would be, but players should be fine with a little wait while the planet generates
still love this concept
I can't wait to play this
Thanks Kanye, Very cool!
this is really cool
The recursive approach to land generation is very similar to how Minecraft does it. I'd like to think they had the same thought process
Really? I thought they just use several different noise maps (with some spline curves to make them act non-linearly) and just look at the value of each of those maps at a location to determine the height, biome, etc. There was a video about it on youtube I saw a while ago.
@@Sibula I'm talking specifically about determining where is land and where is ocean. Sorry for not making that clear. Most other things are generated in the way you described.
it would be nice if you could make sure that all the biomes are in a world for at least the first world you spawn in to allow the player to obtain possible biome specific items and see the full range of what is possible in the world
Definatly!
Something I've been daydreaming about lately is the idea of worlds that exist without the players input. Like, I should be able to fly around in spectator mode and watch stories unfold. Trees should spread seeds, animals should breed and hunt on their own. Even a system that degrades unnatural structures over time and regenerates the natural world would. Something like minecraft would be so much better with these features.
That would be crazy, let's hope so.
It would be interesting to have the humidity map affect how many clouds are in the area and how often it rains. I.E. more clouds near coasts and fewer storms over deserts.
Cannot wait to play a PlanetSmith modpack in 2027
Make biomes with wave function collapse and take rivers into account for the terrain!
I think that AddLand should be called every iteration, but it needs a counterpart that will randomly remove land chunks. Similarly, lakes and rivers can be added randomly, but must also be removed randomly. This way you can still have macro and micro details, without one dominating the other. I wonder how useful cellular automaton could be in a situation, where you want small islands in the ocean, and small lakes in a continent to be removed at a higher probability, where the ocean and continents themselves have a lower probability of being removed.
I'll love to see how you tackle other planets, maybe even moons and orbits. Will there be gas giants too? How will gravity between planets be tackled?
plan to add all types of planets eventually, but they will all have reasons you need to visit
@@IncandescentGames awesome
this is so exciting!!! I love this
Are you going to allow for variation in planet size? At the planets current size even the largest continents would feel a little small. Also, can't wait until you start doing climates for other worlds based on factors like orbital parameters (i.e. semi-major axis of the orbit, eccentricity, etc.), type of star, atmosphere of the planet, etc. Are you planning on varying star types? For example, could we get a planet that orbits a red dwarf and is tidally locked? The possibilities seem endless!
A long way off but yes
I'd love a binary star system to explore
So incredibly promising
Having watched the dev logs of Terra Toy by Frozein, its really interesting to see two totally different approaches to voxel planets!
What happens when you go downwards. Does the hole just shrink until you reach the center, or what. Something with building upper, wouldn't the pillars of voxels get farther apart the higher you go?
Really impressive
Add an option to watch continent generation while waiting to get in game
Yes this would be cool, currently taks < 1s when loading but perhaps it will slow down in future when i add more features. Processing the depth/distance map is the slowest step.
Very cool.
i wonder if there is going to be a way to keep the old generation. while yes it is simplistic and the new generation is shaping up to be better in every way, i do somewhat enjoy the more simple generation and would like to know if maybe it could be an option for world generation, or have it be a rare thing to happen on some of the smaller planets
I have a small world generation option it's not the same as the old but works well for tiny worlds
A tectonic simulation could be cool. Extremely hard... but cool
Hey you what else would take massive effort but would also be really cool to add? Rivers.
Yayyyyyy, love this game ❤
You might try to place mountains near continent-continent-boundaries or near ocean-continent-boundaries (that have a subduction zone)
Awesome stuff
Man, this game looks amazing. I am currently working on a procedural game and using layered noise, but I never thought about doing it your way! Reminds me of a recursive Conway game of life style.
Any plans of releasing this into early access to the public?
I click to see how far the red bar hasn’t gone on your videos…
Thats a complement btw. I love your videos!
This is so cool!!! I know this is focused on continents vs ocean, but I assume you'll add generation for lakes and rivers soon?
Is it possible to generate cliffs?
So you have a 64 block depth limit, right? Are the blocks super tiny at that depth? What's the core made of? If players find a way to leverage bugs to break through the limit, would they fall until they reach the middle and float?
512 blocks. Over that range blocks only change 10% in size. Currently if a player bugs through they get teleported back but will probably be magma that kills you in the future
have you thought about adding different timezones? you could do something cool with the poles as well, like the midnight sun! ;)
How will you tackle the centre of the world?
you know,e's a way to make a sphere like shape out of identical triangles. I wonder what it'd be like if the planet used a triangle sphere instead
That shape is a dual shape with this one. Which means you turn all corners into faces and all faces into corners. I actually base the shape of an icosoheadron. It would look almost identical overall shape wise.
Hi, love the project sor far and will definitly follow the future updates
Question : how will a (huge) tower from Planet A will interact with the voxels of Planet B ?
(I'm trying to imagine how will a voxel comming from a far far away planet will look like)
Planets have a max build height of 512, so you can't build a tower between worlds
epic asf
You should show these maps in game somehow. They look good
Did you come up with this terrain generation algo? Excellent results regardless, well done!
Yes, although I'm sure someone else has had a similar idea somewhere. I know Minecraft has a recursive algorithm but not sure how it works.
@@IncandescentGames this could really be worthy of a live talk somewhere. With some more visualisations of the results and going a bit more into details, i think I’d do very well :)
I'm curious what builds will look like without being able to make straight walls
Check out PlanetSmith X/twitter there are quite a few posted to see, link is description
@@IncandescentGames They look great!
Can you add size slider for the planet when someone is making a world
Yes currently is one
Do you mean there's currently a slider?
cliffhanger 😩
You are unto something great
How much fps qre yiu getting on average? The footage looks like it's a bit low I'm not sure