s&
news
News
family_star
About
forum
Forum
code_blocks
Documentation
quick_reference_all
Api
log in
language
简体中文
English
Русский
Español
Português-Brasil
Deutsch
日本語
Français
Polski
Türkçe
한국어
Pirate
Italiano
ไทย
繁體中文
Українська
Čeština
Nederlands
Magyar
Dansk
Suomi
Svenska
Norsk
Ελληνικά
Română
Български
Tiếng Việt
Bahasa Indonesia
Español-Latinoamérica
العربية
हिन्दी
Infinite Procedural Generation
from
Foreign Game Studio
thumb_up_alt
4
thumb_down_alt
1
favorite
0
library_books
0
Information
home
About
newspaper
News
reviews
Review
bug_report
Bug Report
tips_and_updates
Feature Request
Diagnostics
home_storage
Revisions
brightness_alert
Report Abuse
Recent News
V1.1 Update / Going Forward
64
Infinite Procedural Generation …
72
Recent Community News
February Update
5,169
The Official News, 37h ago
Patch 0.1.8
122
Vyndalium, 2d ago
LimBox -> Limina Devlog #3
119
Limina, 3d ago
February 2025 devlog
278
Braxnet Online 2 DEMO, 5d ago
Shape Sim - AfterJam Update
319
Shape Sim, 6d ago
0.5.0.0 released
156
S&Tycoon, 7d ago
b0.2 - Bug fixes and Colour!
129
3D Infinite Minesweeper, 9d ago
Update #2 - Persistent Score an…
145
Torture Terry, 10d ago
DXRP - DarkRP Incarnate
344
DXRP (Alpha), 12d ago
Stable Release
172
Drop, 13d ago
s&box
Foreign Game Studio
Infinite Procedural Generation
News
Infinite Procedural Generation Release
Infinite Procedural Generation Release
calendar_today
1/16/2025
people
Greater Than 0
chat_bubble
0
visibility
72
TLDR
By
Greater Than 0
The Infinite Procedural Generation Tool generates terrain by combining multiple configurable noises ( perlin, simplex, value).
This can be used to create a finite terrain and export it as a raw height map or, with the tool's built-in chunking system, create an infinite world.
Also included is a custom terrain shader that blends 10 textures based on the height of the terrain.
Demo GIFS
By
Greater Than 0
Video Tutorial
By
Greater Than 0
Features
By
Greater Than 0
Chunking System:
Cache's 9x9 chunks worth of terrain data with the origin in the middle
Shift cache data with movement
Empty cache chunks will get data if a player gets close enough
5x5 area around the player gets built with data from the cache
Noise System:
Choose between Perlin, Simplex, and Value noise generation.
Set chunk heightmap resolution
Set noise sample resolution ( Area to sample )
Set terrain height relative to noise height with a curve
Set falloff map size
Set noise frequency
Set noise seed
Set noise weight with a curve
Combine up to 3 noises with different weights relative to each other
Export noise config as JSON
Import noise config from JSON
Export noise as a raw heightmap
Custom Terrain Shader:
Blend 10 textures based on the supplied heightmap
Works Standalone without Terrain Manager
arrow_back_ios
1
arrow_forward_ios
trophy
50
Aug 2023
6 posts
Greater Than 0
one month ago
#1
Infinite Procedural Generation Release :
foreignlanparty/infiniteproceduralterraingeneration/news/infinite-procedural-generation-prerelease-1a1a11b4
arrow_back_ios
1
arrow_forward_ios
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.