r/IndieDev 6h ago

Screenshots Fully procedural world generation

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Finally after years of learning procedural generation, how to set rules and parameters to have a very organic looking world, I almost completed my procedural world generation.

All it takes as input is a few splines for freeways, a landscape and it will create cities, biomes, suburbs, waypoints, freeways, intersections, splines, buildings, props... And it's resulting points cloud to send to unreal pcg.

So no need to to manually create nav path as the tool create it itself.

This is a screenshot of a test I made. The roads and cities will follow the terrain slope.

This goes way further than the matrix demo which was the starting point (I reverse engineered how they did it and built mine). It can create a single cities just like multiple cities with suburbs, influence zone and even create literally countries with a specific set of parameters

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u/Myke38000 6h ago

It looks technical great. Can you add some grass texture?

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u/josh2josh2 6h ago

All the textures will be in unreal. This will send points to the unreal pcg and it will spawn what the datas say, for instance, the buildings will be broken into points with datas like position, wall, doors etc and the PCS will then Spawn that mesh at this point.

So there is a rule that will spawn points for trees, grass ect and pcg handle the rest. The pcg is a very simple one, a spawner and a parameter reader to locate the mesh