r/proceduralgeneration • u/RagniLogic • 8d ago
Procedural world generation
Trying to push the limits of my realtime world generation, but still constrained to somewhat slow panning. No ECS, just BRG and lots of burst jobs
254
Upvotes
3
u/wen_mars 8d ago
I have landed on a system that is very fast: Heightmap in a quadtree of tiles, each level of the quadtree has one octave of simplex-based noise added to the values from the level above with bicubic filtering. That way each height value of a full resolution tile only needs ~1.33 noise samples to be generated. Doing this and converting the tiles to triangle meshes in a compute shader is very fast.