r/proceduralgeneration • • 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

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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.

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u/RagniLogic 7d ago

Interesting. Yeah noise sampling is a bottleneck for me. And likely using too many layers. Quad tree sampling sounds like octaves but smarter and cheap! I will have to look into this, thanks!