Dev Log 19 - Improving procedural generation and chunk loading

Discussion in 'Developers Blog' started by GameObject, Oct 27, 2015.

  1. GameObject

    GameObject Administrator
    Staff Member

    Jun 27, 2015
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    Hey everyone, last week we spent time improving on procedural generation, chunk loading, fixing some bugs with physics, adding in tree placement, more experimentation on biome generation, and starting day/night cycle.

    On the topic of procedural land generation, this is something that requires a lot of tweaking and experimenting. What we had before were some mountains and valleys but I've managed to refine it to actual planes, mountains, and hills to give a mix of flatlands + more rigid terrain spread out over larger distances. There's a reason why other procedural voxel games spend years trying to get generation right, it isn't something that just happens over night. If you've looked up perlin noise, billow noise, multifractals, and then combining all of these, it can become quite complex! Nonetheless, we're working on it. :)

    For chunk loading, there were some problems with chunks not loading after something broke. It seems to be working now though after rewriting some methods. :)

    Anyway, more to come soon! Stay tuned, can't wait to bring this more towards a point where we could perhaps host a twitch stream and show what we have. We're not quite there yet but hope to be soon.




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