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Procedural Island Generation

  • Photo du rédacteur: Franck Thomas
    Franck Thomas
  • 20 janv. 2018
  • 1 min de lecture

Dernière mise à jour : 4 sept. 2019


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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

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


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

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

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Finally the trees, rocks, grass and player are spawned

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