Performance improvements, changed chunk updates to 5 per tick instead of 15 per tick (no noticeable difference)
Pine trees spawn is colder taiga areas
Added terrain water
Complete Lighting system overhaul
Introduction
Hi!
I recently made a system which generates infinite procedural triangle terrain. This has a lot of variation, including very tall mountains but also flat plains.
Here’s a bunch screenshots of the place, please let me know what you think and give me any suggestions for what I should add to my terrain generator later!
When you load a new server, the game picks a random seed and prints it to the console too!
FAQ
Q: Will you open source this?
A: Yes, later I will
Q: How well does it perform?
A: Surprisingly well actually. Read the post comments for some more details
EXPECT MINOR LAG WHEN YOU JOIN, IT LASTS ONLY FOR A FEW SECONDS
Game link
TO-DO List
More vegetation
Small rocks/decorations
Info for all of my nerdy scripters out there
It uses trigonometry to create the triangles and it uses layered perlin noise with octaves to achieve the random and natural looking terrain
performance, as ive told you, is nice, I like the game
for those who didnt see/know
I can maintain a stable 60+ fps on max settings, and 16 chunks with
8gb ram
outdated graphics card
really old cpu too, forgot the name,im dumb
I was expecting it to be not as performant but woah, i even kicked my computer into silent on max graphics max render distance with little to no stutter. Nice job optimizing it. Generating was a little laggy but that’s to be expected.
The same tree with the same size does look a bit repetitive, i would suggest to add multiple tree types in different biomes(which i saw you planned which would be amazing), or maybe even small rescale of the trees. The world will also look nice with some water lakes, maybe rivers, and sand. Some sort of vegetation like grass or flowers or small rocks would really add to the scene and terrain.
This is really nice and really performant and with some changes it can be really amazing, keep up the great work!
Just an idea on how to do rivers/ oceans generally, set the water level to a certain point, low, then, any parts made under that are either stone or sand. Just an idea, you could also use raycats sent from above to find indents, and set a part there acting like water. I don’t know too much about scripting, only idea.