Terrain Procedural Generation

Making procedural terrain generation for an open world game, We made it pretty dynamic so we could make unlimited maps with different designs and with certain constrains in mind to make it actually playable as totally random map won’t be good for our needs.

Procedural Content Generation

Terrain Procedural Generation Work Layers

Core Procedural Generation

Making the core logic of procedural terrain generation and making user friendly tweaks for the designers, Taking care of seed generations, creating mesh by programming, flat & smooth shading toggle, poly count control and creation, working with multiple threading, controlling shades, adding scriptable objects for data management.

Island Setup

Adding feature to make island with totally dynamic setup, with user friendly tweaks.

Dynamic Region Creation

Controlling and creating regions depending on steep angel to make more logical map designs.

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