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Thanks! This "game" is mostly to show the output of the "fancy terrain generator". Pity tho, with an island that size, I'm getting a low framerate if I add too much NPCs and additional meshes like buildings.

However, making the terrain/ island only about 1/4 of the size, would be the way to go. All the other things like Ammo, medipack etc. pickups would then be simple additions. But the trees still need a proper LOD handler, right now only the ultra-low-poly version is shown, regardless of distance (4 triangles per tree). Also, I have to find a way to get smooth seams on alpha-masked, yet correctly z-sorted geometry, such as the trees. Also, fog causes a white seam problem with these alpha-masked textures, so I use a fog substitute made out of a  couple of add-blended cubes around the camera - far from elegant.

What  I really like here however, is how the grass adapts to the ground color, like the shade under trees, which is just individual vertex-color on the actual terrain mesh. And also, how the grass grows perpendicular to the  ground angle, and not just aligned to  the Y axis.

(+1)

For a procedurally generated terrain that's pretty fancy i'd say, I'm learning about procedural generation in class today, hopefully well see some more fancy terrain generation such as this one. 

Thanks. I had some engine limits. Like the outlines of masked textures are sharp and clumping, ruining the horizon unnecessarily. But generally speaking, yes, procedural can do a lot. You invest a lot of time in finetuning the procedure, hence a quick testing option is required. Once it is nicely tuned, it will take you just a click for a whole new world. Well, that's a bit of an exaggeration ^^ Trees are originally procedural as well, see my procedural pine tree thing. Here I render those trees from 4 different angles, and cover 4 intersecting triangles with these renders. These ultra-lowpoly trees were meant as distant LOD trees, and on close distance they were meant to be switched with a higher poly version. But the thing became slow already, so I never added that.