Hello everyone, I am working on a Procedural World Generator (Terrain and Props) and have made new updates since my last version. I have switched to chunk and RAM-batching, switched to some other interpolations and made some final adjustments for the visual quality.
Now I want to ask: Do these images look procedurally generated (like in a bored way) or do they look good enough to be actually used in a roblox game? Does something look off or unrealistic?
(Sorry, lots of questions, but even one feedback would help me so much!)
Do these rocks need more space in between them(I have some problems that trees spawn in rocks, but the visuals overall look good - so I wonder if I should change that)? For context, this map was fully generated in under 10 minutes(thanks to the RAM-batching), but does the visual quality also pay it off?
Do these biomes/material blendings look repetitive and unrealistic or decent? What about the tree and the fern still spawning on the sand? Is that good or bad for the blending? While I could scale up the noise and thresholds, more randomization is currently not possible. I have never implemented more because I thought it was not needed.
this just looks amazing, although the tree on the sand does feel a bit off to me, but besides that, dont think theres much improvement to be made that i can think of
It looks good, but looking at it deeper, it feels more like controlled chaos, there’s not a lot of variation past the initial ones, or nothing that breaks apart the map.
I think including stuff like breaks in the forest landscape, such as small elevations, rivers, and lakes.
Not to mention that removing trees in large areas might also be beneficial to create more deviation.
hey man, thanks a lot! yeah, I also wondered if that looks off, but didn’t know if I should really change that. Now I have a second opinion, I know what to do, thanks!
Hey, thanks for the feedback! Elevations and more spaces is a great idea, could also push fps while looking even better. I’ll look into doing that, thanks!
Well, the plants on the sand don’t look too good. Besides that, breaking up the generation with some more dense or emptier areas would do wonders i believe.
The issue isn’t really the generation itself, but that it’s too consistent across the space per se.
yeah its a bit too repetitive if seen from there
as others have said you can put more elevations, different types of trees, more spaced out areas, etc I cant think of more
Thanks, that really helps! I’ve also thought about that, but didn’t know if I should really do that.
I am gonna change that and hopefully give you the results. Have a nice day!
Hey, I tried to implement your great suggestions: elevation, clusters and lakes(automatic rivers are a bit difficult for me to code; need some time on that).
You should take a look into using perlin noise to implement clustered randomness. You can adjust the seed and scale and offset for each feature generator (rocks, trees, etc.) so that you get more varied densities. You can layer perlin noise at different scales to create a more natural look as well. To take it a step further, instead of using perlin noise to change plant and stone densities, you can abstract it so the noise maps to things like rainfall, temperature, or elevation, and then use those values to drive further random generators, e.g. increasing chance to spawn a cactus as rainfall decreases and heat increases.
Hi, thanks for taking this much time! I actually already use fbm(with the normal perlin noise provided by roblox) and play with the seed, scale, amps and other values to create my maps. I thankfully scripted it to use data-driven tables so I can have infinite biomes, materials, props, etc., but it currently only relies on thresholds(for example the clusters, elevations and randomness in the new images was done in the data-driven tables with thresholds): I have never thought of possibilities and chances or temperature(with their own weather like rainfall as you said). That’s actually a really cool idea, thanks a lot!
Ayyyyeee!! i definetely see improvement already, it’s lookin’ really dope.
If i were to suggest anything else, maybe some slight color variety in the foliage? (ranging from soms shades of green/yellow/brown) Though be careful to not overdo it.
Oh, and maybe make the leaves whiter on the trees that spawn ontop of snow.