Hello Again. Huge update today. Iāve turned it into a visual plugin. You can either use the module, or use the visual plugin. Whats good about the visual plugin is that it generates the map when studio isnāt in Run Mode. This way you can edit the map
This is very interesting. Iāve been thinking a lot about terrain generation recently. Unfortunately, Iām not at that level of programming knowledge yet (I saw how to make perlin noise, but Iād rather learn a little more programming, and then after this interesting stuff), But thereās still time until I get there! Anyways, as soon as this comes out, Iāll be playing around with this a bit. Also, will this be a plugin or just a script that we put into the game?
I wonder, since your terrain generator is still rather blocky which might make walking or driving a car on it a bit hard.
Would it be an idea to use wedges and corner wedges to connect lower pieces of ground to higher pieces?
Iām curious what it would look like with wedges!
Iāll think about it. The reason iām hesitating is because of the way my smoothing algorithm works.
Basically, it adds the height of the 8 squares around it (excluding the edges) and divides them by 9, creating the smoothness formula. you then cut of the edges. No idea if that would work with wedges, but ill try
Okay, Cool! Another question:
Will we be able to animate the noise so that maybe I can make waves. You canāt really change the seed for that effect to wprk, but you could make some property such as phase. It would change and look similar to how it did before changing that property.
Watch the example in the video to understand better, because I canāt explain very well. I also didnāt use the same type of noise, but it should explain you what Iām trying to say.
Actually, for the effect would probably be better to use phase on the noise color. So maybe itās animated between black and white color and you can use phase to change between them. Therefore, changing he height.
Oh to add wegdes you could decrease the smoothing algorithmās intensity, look how high (or low) the 4 nearest blocks are and then place a wedge on top.
Is it also possible to generate mountains with it yet?
I think if you change the resolution of the terrain, wedges might become easier to implement.
You can also use meshes instead of parts since meshes get instanced like parts so it shouldnāt lag.
Iāve once considered making a pyramid-shaped mesh with a flat top and generate terrain with that, also applying slightly random rotation to it on the Y axis to see what that would look like.