Procedurally generated terrain

So I’ve been working on procedurally generated terrain for the last few days, and I think I’ve made something pretty cool:

Each map is specified completely by a seed plus some spatially varying parameters. Theoretically, it can only be computed up to +/-32,768 voxels due to the way I’m indexing the heightmap, but ROBLOX’s terrain doesn’t reach that far, so sue me.

5 Likes

only thing that looked weird was the ocean floor


other than that, looks really good!

1 Like

Yeah, currently I’m just clamping the ocean floor at -64 voxels, and there’s a weird rendering glitch when the floor is flat. I’ll have to come up with something eventually.

1 Like
4 Likes