Hi, I and my friend are working on a game like Minecraft, so we’re starting with procedural terrain. We know very much how to add procedural terrain but we have no idea on how to implement biomes. My friend has tried a lot of times, even using other types of noise algorithms but nothing seems to work. Does anyone have any idea on how to implement biomes? And no, we’re not talking about Roblox’s in-built terrain generator. We’re working with voxels here and we’re writing our own generator. Thanks!
This should be posted in #help-and-feedback:building-support but its ok
here is how:
Go to the terrian editor, and press the generate button. Then scroll down until you see this. Check every biome u want.
Oh, sorry about the category
Thanks for your reply!
Its all good bro. If it worked then please press the check mark next to my post to notify other people that the problem has been solved
(sorry if this sounds rude )
oh, no. It is still not solved
me and my friend is working on a game like Minecraft, so we’re starting with procedural terrain. We know very much how to add procedural terrain but we have no idea on how to implement biomes. My friend has tried a lot of times, even using other types of noise algorithms but nothing seems to work. Do you have any idea on how to implement biomes? And no, we’re not talking about Roblox’s in-built terrain generator. We’re working with voxels here and we’re writing our own generator. Thanks! My friend has also tried searching through the articles already created, but those had little to no detail
sorry if i didn’t explain clearly, ill edit my post
Ohh. I see you want to make your own voxel game. I would use noise generation to make terrain. Noise can generate smoothly moving terrain based off of a seed.
I don’t have code but I hope this helps,
I think this method only works on chunk based terrain but you would multiply the y of the terrain at the edges of the biome by 1.01 and slowly make your way to x. This would give a smooth transition between biomes. The bigger the value x is the more mountainous the terrain would be. For example if x was 2 it would be hilly, if x was 3 it would be mountainous. For the colour of the terrain you could add 1 to the green value of a colour to make it look more like grass and add 1 to all values to make it look more white the higher the y position is
There are articles on using procedural generation to create game worlds. One such article that I have been using is this one:
The main gist of creating biomes is to combine multiple layers of noise generation. If one layer controls the height, then another would control the moisture while another can control the heat. Ensure that each layer of generation has a different seed and offset from one another, this is to prevent boring generation and ensure a level of random to each world.
I can provide more help if needed, or even snippets of code that I am using.
there is a series by sebastain lague on youtube. its in unity but the main concepts can still be used in roblox studio.