This isn’t a very good video. I mean, the scenery isn’t particularly impressive. There’s no water, just the same trees and rocks over and over. (Though maybe not every player will notice that.)
I think one of the biggest challenges in a landscape generator is creating a convincing hydrological system. Maybe it’s even better to start by creating a mathematical-geological model and generating a terrain that approximates a realistic landscape with complex soil structure. And with erosion, of course.
In the video, I was actually more impressed by the sheer amount of particles, foliage, and the overall visuals—it looked really nice. True water physics and erosion would definitely lift the experience, but using custom-sized heightmaps of real locations might be an easier way to go
The concept of “nice” is very subjective. Even the first Out of the Ashes demo (which wasn’t tied to Steam and which I can no longer find) featured rivers and lakes — it was more impressive.
Creating a convincing landscape — in any case — is by no means a simple task.
Haha, caught me! Yes, I definitely use a translator to help polish and structurally format my technical thoughts. It just makes these deep dives a lot easier to read on the forum
YouTube is a nightmare. It’s blocked in our country, and YouTube itself really doesn’t like VPNs and Tor (without which we can’t access foreign websites), and it often requires registration. Is it possible to use more decent video hosting sites?
Unfortunately, it’s Unity. I used to collect links to mathematical models for landscape generation, including erosion, but there were more extensive ones as well. However, my hard drives crashed a few times, and now it’s difficult to recover those links — I’ll have to search for them again from memory. I’ll look for them, but I doubt I’ll be able to do it quickly. Especially since those were fairly complex mathematical models — not like Godot.
I tried searching just now, but it’s very difficult — we can only access foreign websites through a VPN and Tor, and they’re trying to block those too, so they run very slowly. If you’re interested in the mathematical models, I’ll try to find them, but it won’t be very quick.
Wasn’t your initial goal to set up a streaming system with dummy graphics?
Beware of procedural generation, especially the terrain kind. If you’re a natural tinkerer, it can seduce you into wasting enormous amounts of time on tweaking inconsequential minutia and stray from your main objectives. You have been warned
Well, yeah — that’s the whole point — to generate a decent landscape and try to load it without major slowdowns. But maybe this issue can be divided into two parts for simplicity.
Generation has nothing to do with loading. The loading system doesn’t care about perceptive qualities of the data it loads. The loader can be fully implemented only with placeholders. And sure, the whole thing can utilize procedural generation in varying degrees but it doesn’t have to. All of the geometry can be manually modelled and placed.