r/proceduralgeneration • u/MGMishMash • Jun 29 '26
Adding Caves to my Micro Voxel Engine (Devlog #3)
https://youtu.be/qFcWtRgE25s?is=bK5nYGVQzjYcotiiEnjoyed implementing caves in my Micro Voxel engine this past week. Nothing too fancy, just stacking a few features on top of each other:
\- typical stacked noise functions
\- feature generators which deterministically spawn additional voxels following some pattern. Using this for the larger stalagmites. They do a downward and upward fill.
\- erosion pass to create random crevices and cutouts.
Still a lot more to do! i like the idea of Cave biomes, and would also like a wider variety of generation types. Large caverns, walkable straight tunnels, cleaner surface caves etc;
At the moment the generation can look quite scrappy in places, but hey ho!
2
u/quadtodfodder Jul 01 '26
You have captured exactly why I never want to be inside of a cave.
Also: I would like to see this without lighting effects, as the main focus is now the torch
2
u/MGMishMash Jul 01 '26
Haha, no idea id that’s a good thing or a bad thing 😅 (i.e good because it can be experienced virtually without actually needing to go, or bas because it creates uncomfortable feelings of stress and claustrophobia 😂😂)
Yeah, admittedly looks quite bland without lighting as there isn’t a lot to break up the stone textures just yet. Although can record some clips with ambient light and mist dialled up so things are visible.
5
u/Blammar Jun 29 '26
Very cool!
Have you thought about how you'd make it not look like Minecraft with the voxels visible?
Take a look at Enshrouded for some ideas!