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Here's how my #GodotEngine runtime procedural landscape generation is turning out. There's still a ton to do but I'm pretty sure I'll be able to meet my performance target which is exciting!

113,815 views • 2 years ago •via X (Twitter)

10 Comments

Cody Darr's profile picture
Cody Darr2 years ago

Here's a shot of a particularly handsome mountain

passivestar's profile picture
passivestar2 years ago

Fucking Label

JyveTech's profile picture
JyveTech2 years ago

Yay heightmap, don't mind that at all for speed. Collisions fairly easy to figure out if needed?

Cody Darr's profile picture
Cody Darr2 years ago

Yep, should be pretty easy!

wydna's profile picture
wydna2 years ago

Looks boring

Cody Darr's profile picture
Cody Darr2 years ago

It does?? Shit... I guess I should scrap it then

Mikhail Kashkin's profile picture
Mikhail Kashkin2 years ago

Remind me old DOS demo Martian terrain renderer

rique's profile picture
rique2 years ago

This is gorgeous!!! Any limitations on it?

Cody Darr's profile picture
Cody Darr2 years ago

Thanks! It's heightfield-based, so no overhangs. The cost of generation is proportional to the camera movement speed, since it's generating on the fly. Though, the entire 800 x 800 km area can be regenerated from scratch in a couple dozen milliseconds.

chaak's profile picture
chaak2 years ago

@FR3NKD look at this! Omg! Runtime proc-gen 😮

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