The world now generates hundreds of trees. Each biome has a lushness value determining how likely it is for trees to be spawned. It also uses a fractal noise map, with some randomness added to break up the uniformness. Each tree will match the biome it's in #gamedev #godot
Here is the current version of the biome generation map. Further left = hot, up = wet. biomes generate by using two random noise maps, one for each variable, and picking the corresponding spot on this image. (sorry for the terrible explanation) (thread)
Here is the current version of the biome generation map. Further left = hot, up = wet. biomes generate by using two random noise maps, one for each variable, and picking the corresponding spot on this image. (sorry for the terrible explanation) (thread)
Generates a world with several biomes, oceans with different temperatures and depths. Also generates beaches around the land although it is somewhat inconsistent.
Not a huge fan of the biome balancing, will elaborate in another post.
#Godot #Gamedev