Procedurally generating an ENTIRE open-world map for my game!
In this third devlog instalment I share the process behind the game development process for my indie game called Rift Division. Rift Division is a FPS multiplayer domination survival game set on an island along the mid Atlantic ridge. This devlog will share the process behind game dev in the Unity game engine. This development log will cover the major changes I have made over the past month and how I have procedurally generated an entire open world map, just using code! --------------------- SUPPORT THE GAME ON PATREON: / riftdivision --------------------- Stochastic texturing resources: / stochastic-texturing https://drive.google.com/file/d/1Qece... --------------------- CHAPTERS: 0:00 Introduction 0:11 Map Requirements 0:52 Procedural Generation 1:21 Perlin Noise 2:06 Making the Map into an Island 2:23 Ridged Multifractal Noise 2:41 Voronoi Noise 3:11 Generating Rivers 3:43 Final Touches for the Terrain 4:09 Heightmap Results 4:21 Texturing the Map 4:52 Stochastic Texturing 5:26 Adding Trees 5:47 Poisson Disc Sampling 6:05 Variable Radius Poisson Disc Sampling 6:39 Adding Grass and Details 7:07 Final Showcase 7:40 Outro #devlog #gamedev #unity #multiplayer #fps

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