- Home /
How to make a procedural low poly sky islands generator
Hello, for my game I want to do a procedural floating islands low poly generator I was looking for tutorials but everything I find is always for a terrain, with water or other things, so I was thinking that I could do a prefab of a terrain with the generator script (in Start () I create the generation), and I do that The prefab appears in different parts of the world. The problem is that I do not know how to make it appear at the beginning or as the player moves.
If you think the idea is good: Can you give me a tutorial or tell me how it would be done?
If you think the idea is wrong: Could you tell me some other idea?
Answer by Harinezumi · Jan 26, 2018 at 10:13 PM
Hello,
your approach is good, a "sky island" is not different than a piece of terrain floating in the "air".
I'm not sure what you mean by "make it appear at the beginning or as the player moves", but I'm guessing you mean frustum culling? If you elaborate on what this means I will help (editing this answer).
Either way, I wouldn't do it with prefabs, I would generate it procedurally. For procedural generation of terrain, this is an AMAZING tutorial: http://catlikecoding.com/unity/tutorials/noise-derivatives/
Hi, what I want make is something like this
With this of "make it appear at the beginning or as the player moves" I speak of something like $$anonymous$$inecraft, that when yougenerate a world, the player appears in a random biome, and when he go walking, it going generating new random terrain
And yes, thanks by the tutorials, but how can I implement it for generate sky islands? That is, it generate a little island (with trees or rocks) and later, it generate a big space (void) and then generate another island
O$$anonymous$$, I see what you mean.
I would do it by generating a random starting position of the player, and then use the starting position as the seed for the random number generator for the islands. I would divide the game area into a grid, and whenever the player leaves a cell, I would generate the new islands for the grid that have not been in memory. As the player leaves behind cells I would destroy them (to free up memory). If the player returns the cell position as seed for the random generator would help regenerate the same islands (of course, things that the player changed need to be kept in memory in some way).
As for the islands to have trees and rocks and other objects, it would be part of the island generation process to add those items as well, using a list of possible items and a pseudo-random algorithm (an algorithm which uses random numbers, but generates the same thing if given the same seed).
(I did something similar a very long time ago, and it is quite possible).
Thanks (sorry for not answering before), other things, I guess you do not know any tutorial to make a grid ...
Your answer
Follow this Question
Related Questions
how to generate custom procedural terrain ? 0 Answers
Terrain and procedural rivers 2 Answers
Dynamic Light on a Procedural Map problem! 1 Answer
Procedural terrain tiles 0 Answers