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Blog: Blog2

Procedural Island Generation

Dernière mise à jour : 4 sept. 2019


Procedurally generated island in Unity
This project is a 3rd person game prototype using procedural island generation.


Team

- Simon Loyer (design and art)

- Marion Kivits (concept art) - Nina Tournayre (art)

- Franck Thomas (design, code and integration)


My work

- All the code (except shaders)

- Procedural generation pipeline



Procedural island generation pipeline


The level generation consists of 3 steps:

- data generation

- mesh generation

- props population



Everything starts from a voronoi graph

Then we keep a set of cells, define several cells as a key zone and compute paths (using a custom A* )


From this data we generate several textures for the mesh generation (like this heightmap) and others (design, props population...)

From these textures the island is generated as several chunk meshes with a custom shader

Finally the trees, rocks, grass and player are spawned

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