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
2
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
87
Infinite Procedural Generation …
104
Recent Community News
OwO first post
132
A buetifuel wword trust me lmao, 4d ago
SCC - Update 1.2
116
Shrimple Character Controller, 5d ago
Minor Update V4.5.2
136
Dino, 6d ago
CUBIT: TD - IT'S BACK, MAJOR UP…
94
Cubit Tower Defense, 6d ago
Late RP - Closed Alpha
221
LateRP Close Alpha, 6d ago
State of Alpha 3 (and Official …
411
DXRP (Alpha), 7d ago
Major Update V4.4.2
209
Dino, 10d ago
Pool Returns
90
Observation, 10d ago
Limina Devlog #4
108
Limina, 11d ago
Minor Update V3.4.2
160
Dino, 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
104
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
3 months 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.