So, I’ve been making a framework that will allow me to have a block-based game (grid based) with tons of variation.
The terrain algorithm itself is very basic, because I only spent about 2 minutes on it.
The main part is the dynamic part reduction. The algorithm reduced a 1681 part terrain into 90 parts during generation. While this algorithm for shrinking part count is slow, it works very well in the long term for adding and removing bricks. Is this something I should continue? It has support for multiple block types and plenty of variation, but I think it’d be cool to have something like this for massive blocky games.