How do I achieve low poly map generation

Hey hey hey, I have also worked on this exact same project to attempt to replicate it.

Yep @Brickman808 is right there are two landmasses which I also find to be the best. The reason why is due to math.noise and the effects of frequency, you could generate smooth landscape using low frequency however there would be no noticeable mountains.

example from red blob games a very good website

You could also increase the frequency however there would be too many mountains:

First is the triangle terrain, props to @okeanskiy for the code and excellent tutorial. However I swapped the noise with @ThanksRoBama Noise module which has advanced parameters to control noise with similar to red blob games.

Then the mountains, which doesn’t exactly use math.noise like the above, it uses a predetermined linear function to ensure I can pick any point on the map and say “this mountain height is equal to 500” and that the slope is equal to 30 degrees and such, additionally these mountains are placed randomly across the map not with math.noise:

Additionally it uses a linear equation to decide the slope of the mountain to ensure that the mountain can be climbable by vehicles.

y is equal to the height of the mountain, x is equal the the magnitude of the vector from mountain center → any XZ position on the grid.

There are multiple mountains and I used math.max to ensure the tallest mountain gets proritized.

Currently there are still a lot of problems but I guess it’s good enuff for now. Ex the result is very hard to control and the mountains don’t “merge” as well, and the mountain tops all look much of the “same” being circular, I believe I will need to work on the mountains a lot more since it uses random generation the mountains are not placed well and should use another distribution method like poisson discs.

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