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I've quietly made my LayerProcGen framework public: It's a framework (C#) that can be used to implement layer-based procedural generation that's infinite, deterministic and contextual. Up for taking it for a spin? Let me know what you think! #ProcGen
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The value of layer-based generation is not just the implementation, but also a certain way to *think* about how to define spatial dependencies for large-scale generation. I've put a lot of effort into explaining the high level concepts in the docs:

Procedurally generated open-world games tend to use "the functional approach" which essentially requires embracing sandbox gameplay. LayerProcGen points the way towards making open-world procedural games based on "the planning approach" instead. #ProcGen

Nice work, Rune. I installed it without any issues, and I had fun exploring the generated terrain. I'm studying your approach -- it looks very exciting!

Glad to hear it went smoothly! And I'd be happy to hear your thoughts when you've studied it a bit.

This is exactly what I’m researching for my current project. Thanks for sharing!

Is it likely a version of this could run on a Quest 2 with the visuals limited in quality and distance of view?

It's not a terrain generation framework; that's just one example of what it can be used for. For example, I also use it for this 2.5D platformer: So what platforms it can run on and how well depends entirely on how it's used.

Looks amazing Rune, I only hope i can find the time to give it a whirl!

Thanks! I've been using it for two of my own projects for years, but no one else have used it before so I'm welcoming feedback on what's clear or confusing, possible low hanging fruit for things that could be improved etc. :)

this is so cool!!

