Posted December 06, 2024 by DimlightGames
#procedural generation
How do we decorate such a big, procedurally generated world without making it looks like just one hexagon copy and pasted over and over again?
You build a robust system of procedurally generated decoration.
In this case, the various assets (trees, bushes, stones, etc) are gathered up and chosen as part of the collection for a specific biome (e.g. the pine trees will all be part of the pine forest).
Then these decorative assets are assembled into little 'decoration slices' as I like to call them.
From there, a hexagon has six sides so we just choose six options from the list of available presets.
Make sure to leave a little space in the middle for important structures, and of course room for the player, and there you have it!
Beautiful and varied, eye-catching scenery.