Infinity is a Great Place to Start

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So “No Man’s Sky” came out this week and I’m sure that many developers like us who are working on similar procedurally-generated games are carefully reviewing the feedback it’s been getting from journalists and the public.

Most agree that, as a technical achievement, NMS is undeniably impressive. However, as a game, it has been received somewhat less favourably. While its proc-gen algorithms may be able to create a near-infinite number of planets for the player to explore, many have found the experience somewhat souless and unsatisfying, and what should be a wondrous voyage of discovery becomes a monotonous (and ultimately … Read the rest

Enter Sandman

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In the last post I mentioned that I used this Turbulence Library to create noise textures on the GPU which are then used to create heightmaps of the terrain. It’s a great library with lots of common noise functions – Perlin, Voronoi, Simplex etc. which are commonly used to generate realistic looking terrain from jagged mountains to rolling plains.

Rather than just using Perlin noise, which is perhaps the most well-known noise function, I’ve been experimenting with adding some other variations and layering additional functions to try to create unique terrain profiles for each of the environments in Nome.

For … Read the rest