Creating procedural puddles?

I’m working on a simple game - one that involves water. Up until current I’ve just been using a circle mesh
with the water filter applied to it - but I’d like to offer more dynamic puddles then that, as those get old after
awhile. To do so, I’d like to look at ways to produce dynamically-shaped visible puddles, but I’m not really sure
of where to start.

Can anyone suggest a way of doing this, either with an asset or via procedural code? Even tutorials would be a helpful thing to locate, but most seem to deal with a 3D object.

Well, if you can procedurally make a 3D mesh, you can procedurally make a 2D one.

So, yeah, I would suggest going through the mesh tutorials at catlike coding.

Another alternative might be to have your water be a simple flat plane, but the ground be a procedurally generated lumpy mesh. This might be easier since you can start with a simple grid mesh, and then just shift the vertices up/down in accordance with a noise function.

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