Over the past months I’ve been working on a planet generation system. The terrain is parts-based with simple biomes and flora. The planet has a radius of 12,000 studs and is procedurally generated in real-time, you can see a video of it in action at my twitter.
i would like to see a game, thank you
It’s very nice. I like that it has random terrains and biomes and not just the same plain generation everywhere. Would love to see this used in some sort of RPG game, or something. Well done.
This is sick! No Mans Sky in Roblox?
This is really cool. I especially like the change in level-of-detail depending on how far you are. Are you planning on turning this into a game?
I’m working on tech to see if a game with this kind of thing is feasible. So potentially yea. Next I’m going to try a new design that would allow for caves and overhangs. The current method I’m doing uses a basic heightmap which makes overhangs impossible to represent in the data structure. I predict that a caves and overhangs design wouldn’t be performant enough in roblox just because of how much more data it has to use but I’m gonna give it a shot
Astroneer Vibes, awesome work!