World Generator - Small Update

Hey all I’ve posted some screenies before about this project, but here’s a small updated video of it. Tell me what you think! Right now I have no purpose for it other than experimenting with procedural generation. I’d like to incorporate this into an innovative game idea I’ve had for a long time now, though.

UPDATE:

A few web demos:

Demo 1 Webplayer (Fly over mars)
CONTROLS
W - Move Forward
S - Move Backward
A - Turn Left
D - Turn Right

Q - Strafe Left
E - Strafe Right
SPACE - Lift Up
L CONTROL - Drop Down

Demo 2 Webplayer (Walk around a sunny valley)

Demo 3 Webplayer (Walk around islands with beaches and cliffs)

kool consider placement of prefabs such as tree’s, rocks, orcs what have you.

place it on the asset store and i just might make a purchase

That’s my endorsement.

Very nice.

I’ve actually done the exact same thing in a recent experiment. It’s quite fun and interesting, good work!

That’s pretty awesome. It’s something I’d love to get into but it’s difficult to wrap your head around.

Man I’d love to use this in a game? Need help on yours?

It makes me happy to hear that you guys like it. If I were to make this marketable at all on the Asset Store, what would your suggestions be? Are you looking for a simple world mesh generator? Would you like the inclusion of custom biome creation? I’d love to hear suggestions as this may be something I actually pursue!

I you could turn this into a parameterized repeatable world-generating algorithm I’d be very interested. How high of a resolution does it have?

The resolution for the “large worlds” are 1024x1024. By repeatable are you referring to a wrappable map, or a seamlessly generated map much like minecraft?

I’m referring to a repeatable map more like Starflight than Minecraft.

forgive me if this sounds daft are the terrains mesh’s with height maps and as for world wrapping as long as you can generate more or less lands

would love to have that custom biome creation included

things like town placements should be accessible transforms i might guess use are using arrays or lists presently

kind of Edge detection to detect water environment

Guess the question still comes back to this are these 2D or 3D land mass’s

:face_with_spiral_eyes:

No worries, I’ve been asked that before. They are actual 3d meshes, not 2d. Though a 2d map can be easily created with the same technique. I don’t think adding a function that will allow world-wrapping to be too hard of a task. I currently use arrays.

Care to elaborate on accessible transforms for town placements? Are you referring to automatically flattening a certain area randomly designated for town generation?

Also could you elaborate more on water environment? :slight_smile: Thanks.

Simply put was thinking that if the transforms where accessible then the A.I. could use them as waypoints or what have you. Floating 3d tags, star pattern gun placements. flattening an area is certainly a great idea around these locations.

(edge detection) Shooting a ray down to detect the texture water so that AI can either avoid water or remain in water, I would be using the Water4 standard assets or some 3rd party solution. Giving it a moments thought would prefer an textured seabed versus a blue color. But other gamedevs would want the blue.

Biomes are a must dude. Lakes and stuff like that. Explosions would be nice too.

Price 20 - 30 . Why? When cheaper, you get more money, more motivation and you add updates. Free updates would compel even more people to buy it. Just look at Sleglik, 65 $ free updates and in a week he became a high seller.

Same with this. So far all the program is, is a terrain generator. Adding things like edge detection is something dependent on the type of game you’d like to create.

If others disagree and would find these as needed core features, please let me know :slight_smile:

I’m thinking custom biomes will have to be added. Lakes I will have to come up with an algorithm for, along with rivers too. I know it’s been done before so it shouldn’t be something out of my reach. I’m still unsure about the prices, I don’t see this being an expensive tool. :slight_smile: Thanks for the feedback guys, the more the merrier. I’ll be posting more updates as they come.

UPDATE:

I’m working this system into a useable asset for other people to use. Price hasn’t been determined yet, but here is an updated screenshot:

In here you can see that I’ve incorporated two things: A custom editor to make it as customizable as possible for the user, and a system to generate continental shelves for nice beaches and smooth terrain at lower altitudes, accenting mountains. Tell me what you think!

Also I would appreciate it if you’d let me know what factor would decide whether or not you would make this purchase. Thanks!

This is cool. These are the things that would make me interested in buying it:

  1. Price. $50 or less, and I will just buy it without needing it. More than $100 - I won’t buy it unless I’m desperate for it.
  2. Fluid erosion, with a flow map. I would like to have a different texture where the water flows down the mountains.
  3. Scaled for first or third person.
  4. All the cool stuff you already have.
  5. Samples.

Update:

Screenshot of early texture coding, very rough atm. I expect to put quite a few features in this.

for $50 I would buy it without thinking either. Above that and I would have to consider it but may still get it, over $100 right now and it would have to be a no.

But love where you are going with this so far!!!

This appears to be stacking some interest from the procedural crowd and I guess you can count me in, as well. Does (or will) your generation project be feasible on non-planar surfaces such as spheres? Preferably, really large spheres drifting in space doing planet stuff all day and night long. :smile:

What you have shown thus far is really interesting and would serve quite a few well with the right nuances. You did hit on an interesting point when you mentioned that specific games require specific solutions, and not any one game system can cover it all. I’m personally looking for scaling, flexibility (able to generate on spheres, other geometry), quirky/fun/interesting texture options and/or tricks. The ability to also generate a subterranean level below the topographical surface would also be a huge plus, but probably starting to get into big $$ territory (perhaps make an expansion for it later! :).

But paramount to any of that is just plain stability and efficiency; that rules all. I didn’t see any mention of this, but I’m assuming this project is entirely in C#, as well. Like many others here, I’m also strapped and end up coding mostly everything myself in the end anyway, but I could use some help with this sort of thing.