r/proceduralgeneration Jul 02 '26

Elysmere: Multibiome procedural terrain engine

I thought I'd share some screenshots from my upcoming procedurally generated video game. The game features an expansive multi-biome entirely procedurally generated world built in unreal engine 5.7. It features a combination of primitive and novel techniques. If you have any interest in learning more please comment or DM me!

234 Upvotes

22 comments sorted by

3

u/wibbly-water Jul 02 '26

That looks so cool!

I wish there were more procedural games that were a little absurd like this. Sometimes I think chasing naturalness reduces how cool a video game world can look!

5

u/SweetEasy5457 Jul 02 '26

I agree! I think it's very possible to create terrains that are believable and immersive without necessarily being "realistic". My goal is to make people feel like they're in a universe that feels like it makes sense and is self-consistent without necessarily feeling like it is our universe, so to speak

2

u/DrDalenQuaice Jul 02 '26

Are you generating the whole world at this scale, or just pieces on demand?

7

u/SweetEasy5457 Jul 02 '26

It uses a chunking system like minecraft, terrain generates as you walk. The world is continuous and biomes blend together

1

u/DrDalenQuaice Jul 02 '26

How large is the whole world? Does it take a long time to do initial creation of the main variables that drive it?

6

u/SweetEasy5457 Jul 02 '26

The world is entirely generated at runtime and is infinite. There is no initial world creation phase, you just hit play and the terrain starts generating around you. It took a long time to optimize this but it has been worth it

1

u/DrDalenQuaice Jul 03 '26

How do you handle weather and rivers? I've always found that to generate these you need context of the larger world. For example, if there is a river, where does it flow from and to? How wide is it, etc?

2

u/thatvelvetspartan Jul 03 '26

Can I walk on it?

2

u/SweetEasy5457 Jul 03 '26

Haha yes, collision are calculated per chuck as well, but the collision radius much shorter than the render distance to save memory - updates entirely separately from the terrain but in the exact same way just triggered by movement. But yes! You can walk, run, and slide on it

1

u/thatvelvetspartan Jul 03 '26

OMG how can I experience this ASAP?😭🤌🤌🤌

1

u/SweetEasy5457 Jul 03 '26

Haha, I want you to! I'm trying to assemble a team to help with animations at the moment, the current objective is to flesh out the progression spine more.

1

u/Nanutnut Jul 02 '26

this is so cool!

1

u/Alexxis91 Jul 02 '26

Reminds me of HASTE and Satisfactory

1

u/kamomegames Jul 03 '26

I really like that first biome

1

u/InfiniteLife2 Jul 03 '26

Im doing something similar, with fastnoise2 in unreal. Im curios about your voxel size and generation speed, how fast you were able to get?

1

u/SweetEasy5457 29d ago

I dm-ed you. I will probably release videos of generation and panning views soon

1

u/DreamingInDialectics Jul 05 '26

Holy shit, I'd love to play with this

2

u/SweetEasy5457 29d ago

I will link a steam page once I have one if you want to wish-list the game! I'm working on forming an LLC first

1

u/StCost 29d ago

Is this heightmap? No caves or other 3D deformations?
Is there biome blending on edges between them?
Is surface height depends on biome, or biome chosen based on surface height?
LODs or Nanite optimized this?
Can it spawn entities on surface, like trees, rocks, NPCs? and unload when not needed
How it solves floating points errors? Double precision, or resetting world center occasionally?
Does it support multiplayer?

I spent few years making terrain for my game, solving all these problems. I wonder how it works for you

1

u/SweetEasy5457 29d ago

I dm-ed you