Procedural Terrain Generation (Updated Terrain)

Hello again!

I’ve updated my terrain generator with some new improvements.

What’s New?

  • Changed cave generation.
  • Separated vegetation generation to terrain generation.
  • Added a Sea Level.
  • Started experimenting with flowing water and it’s generation.
  • Started working on cave biomes.
  • Modified terrain to be mountainous.

New Terrain:


Previous Post: Procedural Terrain Generation (Improved and Contingent Progress!)
(Thank you for viewing my topic! As usual!)

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Experimental Cave Biome Generation:

Flowing Water flowing into a cave:

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Just 1 word - AWESOME. But there’s 1 thing that you maybe can make - trees, they all are pretty similar.

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Definitely! I planned on making new trees and tree variations for some upcoming biomes that I’m working on.

Looks really nice and organic! Are you using greedy meshing to lessen the part count?

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As of right now, no. I haven’t started performance optimization yet but I do want to use greedy meshing and block culling.

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How did you generate the water?
And I was wondering if the trees are preset models persay or are genererated procedurally like the terrain?