I just released my first asset for Unity and I am quite excited to share it with you ! Its named Hexamap and provide you a framework, a library, a smart way to build procedural worlds in your tile-based projects. I hope you will enjoy it !
Trailer :
Key features :
Generate unique, procedural worlds using biomes and landforms
This looks very interesting and perfectly timed for my new project. What kind of performance is their? What size world/terrain can reasonably be expected?
It really depends of what you want to do and what configuration you’ll be using.
Talking about landforms included in the asset, roads and rivers will quickly impact performances for example since they are internally using pathfinding and, even if the A* algorithm is fast, it’s obviously time consuming.
When running the demo scene on my laptop (CPU : i7-8650U), generating about 2500 tiles with roads and rivers takes about 1-1.6s to generate. You can check the beginning of the overview video to see some examples (keep in mind there is some overhead because of recording at the same time and this is inside the Unity Editor).
EDIT : I just ran some benchmarks on the demo scene in a standalone player and here are the times I get for 25 maps :
For now, results are only gathered from my laptop, I’ll add desktop results soon. I hope it will give you a bit more vision about the performance of Hexamap !
It is possible to switch out your hextiles with hextiles I have created? They are 3d hextile.
Also second question, can you generate a world, and then edit the hextiles with a different hextile. For instance, wanting to put in a road that wasn’t there already.