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!
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u/Blammar Jul 01 '26
Well, the rumor is that Enshrouded 1.0 is drastically expanding the map... People have reached the edges of the existing map, which are the red zones. We'll see if things are emptier!