Terrain Generator V0.4


Changes to Version 0.4

I've overhauled the procedural generation system. It now uses a mixture of perlin noise and voronoi noise to generate the terrain. In order to ensure the program reacts in real time to any adjustments, the proc gen system works on a lower resolution heightmap. In order to finalise the settings you need to click the apply button. Clicking the cancel button will remove any changes.

I've added controls for erosion, but this is still a work in progress. Turning it on will introduce some lag when changing other settings (especially if you increase the number of iterations) and will slow down generating the final terrain.

It's now possible to select 2 base materials and to mix them based on either the terrain height or the steepness. Any changes to the terrain should cause the materials to adjust automatically, but if they ever get out of sync then you can use the regenerate button to force the materials to be redrawn (if you do ever need to use the regenerate button then this is a bug).

One side effect of this change is that changing base material will no longer clear any painted textures.

In order to make copying the textures fast enough this is done using a compute shader. This means that you need at least Direct 3D 11 on Windows, Metal on OSX and OpenGL 4.3 on Linux.


Other changes

The program will now show a random picture when loading

Added some more materials and textures

Added more details to the help panel

Files

terrain-generator-linux-beta.zip 629 MB
Version 0.4 Oct 14, 2021
terrain-generator-windows-beta.zip 621 MB
Version 0.4 Oct 14, 2021
terrain-generator-osx-beta.zip 632 MB
Version 0.4 Oct 14, 2021

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