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Procedurally generate one Terrain Chunk with Perlin Noise
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Need a 'Walker' procedural generation algorithm that works with godot's terrains system to create levels like spaceships for the player to explore.
Blocks: This is blocked by the terrains Issue get…
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For procedural generation of playable locations we want to have tileset terrains set up so that our procgen algorithm can more easily make good looking environments.
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## About Gaia
Gaia is a component within Terraforge, the terrain library, dedicated to managing and rendering smaller-scale features that enrich the game environment. It focuses on the procedural gene…
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I've been using Terrain3D in my project along with Jolt and wanted to try out Rapier instead. I have a procedurally generated terrain and I make sure to set the below:
terrain.set_show_debug_collisio…
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Improvements needed:
- Better understanding of Color and texture application
- Texture Application rewrite
- Terrain "features" and more randomization capability of worlds
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Terms:
* chunk: larger area corresponding to a height map (maybe 25m x 25m or 100m x 100m)
* cell: node of quadtree, a result of dividing a chunk
* patch: input primitive for tesselation control s…
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https://github.com/user-attachments/assets/d3e96fca-09ae-4eb6-97e5-385d57010028
Describe the bug
Vegetation on some terrains disappears when we rotate the camera. This issue occurs intermitten…
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The solution is excellent and replaces nothing in your game , using a shader technique called “procedural stochastic texturing”.
![image](https://github.com/user-attachments/assets/da76fb9c-6f88-45…
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Need to add procedurally generated terrain to the game
- [ ] collate some reference image for terrain
- [ ] Dynamic loading of meshes (as player moves around)
- [ ] Dynamic LOD
- [x] Basic Terra…