Overworld procedural generation in Godot, with compute shaders
HTML-код
- Опубликовано: 4 окт 2023
- First successful meaningful ported element from the game: overworld generation. It works as before, and it's even faster than before.
Wishlist now on Steam: store.steampowered.com/app/21...
More info on the technique here: byte-arcane.github.io/sigil-o... - Игры
Oh this is exactly what I was looking for! My current approach for continent generation is some kind of breadth-first filling alogrithm which is extremely slow.. I didnt want to use noise because I didnt know how to get good-looking and definded (not endless and undefined) continents. I will also look what game you created tomorrow :)
great system! I've been experimenting with procedural generation in my Godot project and the way you generate the landmass is totally different from mine (i just used simplex noise with a few randomized overlays). Very educative and your forum posts are really detailed and helpful, thanks!
Thanks for your kind words! And happy procgens :D
This is super cool. Are there any resources you could share for me to look into doing something like this for myself?
I want to make a big generated world but all of the stuff I’ve seen takes forever to load anytime you change something.
This looks to me alot like how the factorio map generator looks and the speed is pretty similar too when refreshing with new variables.
Thanks for sharing the video.
Thanks! I've got a blog entry about this where I describe the process a bit more, have a look: byte-arcane.github.io/sigil-of-kings-website/2017/12/14/overworld-map-generation/
Bro are you making a game or a full ass universe simulation? :D
Somewhere in the middle! 🤣