I've quietly made my LayerProcGen framework public:
https://github.com/runevision/LayerProcGen

It's a framework (C#) that can be used to implement layer-based procedural generation that's infinite, deterministic and contextual.

Nobody else have tried/tested it yet - if you're up for taking it for a spin, let me know how it looks; what's clear or confusing, if you think there's low hanging fruit improvements I could make, etc.
#ProcGen

GitHub - runevision/LayerProcGen: Layer-based infinite procedural generation

Layer-based infinite procedural generation. Contribute to runevision/LayerProcGen development by creating an account on GitHub.

GitHub
@runevision The sample in the repository is made with #Unity3D but I wonder if it would be possible to use it in other engines as well, for example #GodotEngine It supports C# as well and 3d is getting really good...

@lw64 Right, it's designed with that in mind; check out the "using without Unity" page:
https://runevision.github.io/LayerProcGen/md_UsingWithoutUnity.html

And also check out @Sythelux's work on getting the framework and samples to work in Godot:
https://phanpy.social/#/mastodon.gamedev.place/s/112497970064705346

LayerProcGen: Using Without Unity

@runevision @lw64 I'm on good track with that, but it will work differently from unity in Godot. I don't have burst and Unity.Mathematics package, so I'm currently building a slow version with Godot Native Array to get a hang on and then maybe switch to the GodotServers pattern (I can tell more about it, if you want).

The Simple Sample is enough to get started and even make your own sample for whatever else so the "framework works in Godot", but the Terrain Sample will take me a while longer.

@Sythelux @runevision I am a contributor to Terrain3D, and in the next version there will be also foliage/instancing features available, but they are already on master, and ready for testing afaik.

The Godot native array thing is about the internals of the framework, right?

@lw64 @runevision

ah cool. If you are contributing to Terrain3D could we talk about the C# bindings? The current approach is okish, but the maker of DebugDraw3D (https://github.com/DmitriySalnikov/godot_debug_draw_3d) found a way to generate C# Bindings from code. It would be cool if that exists for Terrain3D as well.

for the arrays I just realised I have to remake that part again. I was using Godot.Collections.Array<T> (the native arrays I thought), but really need to use T[] arrays in C#

GitHub - DmitriySalnikov/godot_debug_draw_3d: Draw 3D debug graphics and 2D overlays with this add-on.

Draw 3D debug graphics and 2D overlays with this add-on. - DmitriySalnikov/godot_debug_draw_3d

GitHub
@lw64 as for the foliage. The photon scatter is actually decent enough to use. I might need better access to the splat-maps aka I think you call them control-textures. Tbh if you are good in the Terrain3D code and like to code C# you can try to help me on that end. I would submit my WIP code and concentrate on the UI debugging toggles instead for now.

@Sythelux I think you mean proton scatter, but that works of course too.

Actually I never written C# code, but it shouldn't be too difficult ;) I can look into your port if you want :)

@lw64 C# can be difficult, when it is a bit of a mess.

I submitted the latest version you can take a look and should even be able to run it. You won#t see anything as it is a heavy WIP, so it is getting stuck somewhere in the code when executing, but the skeleton is there.

@Sythelux @lw64 I added discussions support to the original repo, and if you want you're welcome to discuss the ongoing Godot support there. I added this thread myself: https://github.com/runevision/LayerProcGen/discussions/6
Status of support in Godot · runevision LayerProcGen · Discussion #6

While I only tested LayerProcGen in Unity, it was designed to be usable in any C#-compatible engine by keeping the core (and as many peripheral utilities as I could) not dependent on Unity. There h...

GitHub