Procedurally generated hexagonal-based map, i guess

a procedurally generated hexagonal map.

[200x200, uses fractional brownian motion (fbm)]

this was originally planned as a civilization game but since I really don’t have much time to work on it, I lack the motivation to continue this project. (maybe ill have the motivation at 3 am)

whats your thought of this? i feel like theres a lot of room for improvement

terrain parameters

Octaves

how many layers you are putting together. (value = 4)

Amplitude

how high the terrain should be, kind of like a multiplier (value = 2)

Lacunarity

on every octave iteration, the x and y will be multiplied by the lacunarity after the iteration noise was added (value = 1.815)

Persistence

also known as gain, is the amplitude multiplier; (value = .5, in this case divide the amplitude by 2 on every octave iteration)


(please provide feedback on how could i improve it)
(your votes are anonymous)

  • good
  • not bad
  • needs a change
  • bad
  • very badddddd

0 voters

7 Likes

do you have plans to make this open sourced? this is super cool and i would really like to use it in one of my games! great job!

1 Like

maybe, but i need to clean up my code because it looks rather kinda messy (and optimize it). it works like a normal procedural terrain except i render it as hexagons (and an island gradient)

I guess you could fill the water blocks with real water terrain?

Overall it’s good.

1 Like

It’s my first time seeing this, it’s very cool honestly.

1 Like


i was expecting it to be blocky but it actually looks good

2 Likes

yeah I see an improvement there

also you must delete those parts that you’ve filled up with water, so you can’t walk on…water

1 Like

i kept them cause there was nothing holding the player from falling to their death

1 Like