Procedural Game Jam 2014 – Part 2


ProcJamScrnShot_3

As I’ve hinted before, this event has been a good incentive to consolidate a lot of my knowledge and procedural “bag of tricks” from older code forms into Unity. I spent far too long today toying with the terrain system, and adopting various cellular automata, erosion systems, and diffusion limited aggregation processes from my sketches in Processing and other code bases I’ve used over the years.

The most obvious thing I implemented today was a method of changing materials depending on things like height or slope automatically – you can see the outcropping of rock in the image above, and I also have parameters for beaches. Angle of Repose comes into play a lot.

I need a break from terrains – I’m looking to do some very simple structures next in my informal weekend schedule.