It's a good sign that I'm enjoying sightseeing in my own game. Those are some impressive cliffs you got there.

#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

@thomastc Is that island an amped-up reference to Böcklin's "Isle of the Dead"?
@jef If you want it to! It's all procedural, but who knows where the RNG gets its inspiration?
@thomastc I haven't been keeping track of your development, but FWIW I think you should know that I think those little white highlights on the waves look fantastic too :-)
@tartley Thanks! The waves look even better in motion (see some of my recent posts) but this is a still image because I have some crazy camera jitter bug at the moment 😛
@thomastc damn straight, who said you need to go outside

@thomastc That looks like a very hard coast to get up on. I’m not a fan of too many sharp, pointy bits like that(my personal taste goes in more for a science fictional ‘realism’), but the soft wavy hills cut off at the coast are appealing.

Is this pure procedurals, or is it manually-designed on some levels.

@su_liam Pure procedural.

The spikes are an artifact of the diamond-square algorithm used at the local scale. I am still pondering ways to soften them, because they are cool occasionally but way too common right now.

@thomastc I like Perlin-based fractals. I’ve never gotten good results with diamond-square, but some of those coastlines are just (chef’s kiss). If you’re doing rasters, you could compare neighbors and ease down extreme differences. The maximum difference or easing function could be controlled by a generated mask. If any of that makes any kind of sense.

@su_liam That totally makes sense. I'd even call it "thermal erosion" and call the mask "softness" or something.

But a thing I want to try first is adjusting the weights of diamond-square so that points from older generations get more weight. No idea if it works, but it'll be interesting and novel (afaik).

The world-level terrain is mostly simplex noises btw, but D-S is nice because it gives me control over traversability. More details in my blog if you're interested!

Around The World, Part 24: Local terrain

Now that we have a plausible looking height map for the entire world, it’s time to zoom in and see what the terrain looks like up close.