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```
It is quite obvious that users need to be able to procedurally generate terrain.
Different methods of generation shall be provided:
- Random/perlin noise
- Fractal
- User-provided functor
- Pseudo…
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This list and below have been adjusted by ChatGPT including ideas that I have asked it to create. It still needs to be polished and adjusted.
# Terrain
Terrain should generate after river noise to p…
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Making procedure generation of terrain
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Some terrain information is stored in the game code, such as whether it's water or not, what graphics it corresponds to for random map generation, etc.
We should take some steps towards storing thi…
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Dear Nicholas McDonald,
I am currently looking for a simple way from a heightmap to generate river paths, and I came to your library. I am wondering how would you generate river path in a one go du…
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Pangaea should be able to conveniently generate additional dimensions via configs. We should discuss which features such a config ought to provide and what modifications (if any) this requires for cur…
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As an alternative to looping over neighbouring slices while generating terrain to find features such as hill peaks or biomes:
As we only generate the slices in chunks anyway, we move that assumption …
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**Describe the bug**
In my level, which is infinitely generated using Procedural Terrain, I generate the dungeon 1000 units below my character and teleport them inside. When I have the dungeon set to…
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3d texturing based on height levels + procedural noise generation
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@HungryProton we discussed a `Plane Mesh from Transforms` node for terrain here: https://github.com/HungryProton/concept_graph/pull/59#issuecomment-633555264
The main idea is to be able to generate…