Q1-2 2017

Procedural World Generation

For personal interest, I looked into how a heightmap could be generated using different kinds of noise maps. Using this I tried to create relatively believable worlds.

I wanted to learn how to generate and apply noise maps, specifically for use in games, because I always loved the possibility of exploring an infinite world, and one that could be generated consistently across different players without having to send over an entire world.

Using this as my main starting point I tried to create a deterministic world generator that would generate the same world every time, for every player, down to the smallest details such as rotations and placements of objects. I wanted to be able to apply one of these techniques in a later project to keep the amount of data that has to be transferred as low as possible without having to compromise in gameplay.

While this is not a real project in any way, it is the base of a project I have in mind, which may or may not be revealed later.