wish you luck, I cant help, I know what the stuff is, cant use it myself : /
The trees to actually generate with different scales but it’s subtle
Looks amazing! Great job! I think that with a little bit more it can go a long way!
O dang, you actually did it, you used my idea, thank you so much, I’ve actually done something helpful
Thanks for suggesting it, the map looks wayy better with water!
May I ask what you use for placing the triangles?
And also did you get inspiration from okeanskiy or what his name is?
Thanks! I used EgoMoose’s function for placing the triangles. Also, who’s okeanskiy?
Okeanskiy is a YouTuber that “makes” tutorials. He doesn’t actually make most of tutorials, instead opting for stealing others and using them without credit.
This would be amazing for an open world survival game or something
Oh okay, I’ve never heard of him before
Small Announcement: Added biomes!
Definitely will use this!
Thank you!
Do you have a discord or something like that, I made something VERY VERY similar to this and I’d like to see if you wanted to work on a game based on this
Wag#7634 if youre interested
Hi, sorry not looking for dev collabs right now. Thanks for the offer though
Hi everyone! Just wanted to say that I’ve made a lot of cool changes to the code and assets and I’m looking for more feedback and ideas!
I have a similar terrain generation thing, how did you do your biomes? I am doing some research before I implement it into my own game.
I created a noise layer which is a temperature map and another one which is a rainfall map. Then I have an array of different biomes and the corresponding values. Example:
{
["Forest"] = {temperature = 0.5, rainfall = 0.4},
["Desert"] = {temperature = -1, rainfall = -1},
}
How did you generate your two noise maps? My generation has chunks and I am just not sure if the method would apply. Also, how did you get the differing plains and mountains?
I check the chunk position (for example, 4th block on the z axis in a chunk) + chunk number (chunk x = 2, z = 7) multiplied by the chunk size (mine is 16 studs) to get the real world position. I input that into the math.noise function. The plains and mountains are created with yet another noise function, called Steepness which’s resolution/scale is 2x smaller than the base heightmap’s size. Then I just mutliply the values. And don’t forget to use different seeds for each noise map as well.
local mapScale = 500
local steepnessScale = 250
local noise = math.noise(x / mapScale, z / mapScale, seed1) * math.noise(x / steepnessScale, z / steepnessScale, seed2)
-- this is roughly the way I do it, of course I clamp those values
-- and make them in the range -1, 1, but this is the basic way.
Do you ever plan on continuing this project? It’s really cool, and I think a lot of people would find it helpful if it were open sourced!