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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 Darr2 years ago
Here's a shot of a particularly handsome mountain

passivestar2 years ago
Fucking Label

JyveTech2 years ago
Yay heightmap, don't mind that at all for speed. Collisions fairly easy to figure out if needed?

Cody Darr2 years ago
Yep, should be pretty easy!

wydna2 years ago
Looks boring

Cody Darr2 years ago
It does?? Shit... I guess I should scrap it then

Mikhail Kashkin2 years ago
Remind me old DOS demo Martian terrain renderer

rique2 years ago
This is gorgeous!!! Any limitations on it?

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.

chaak2 years ago
@FR3NKD look at this! Omg! Runtime proc-gen 😮
