Procedural RPG OT: every action has consequences

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Started by Legend, Apr 20, 2019, 09:02 PM

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Experimenting with something new.

Solves practically all of my problems while improving the end game. Here's how it works!

Everything is rendered in real time. A shader takes a height map, a detail map, and the global heat and humidity maps as input. It generates all the land from that info every frame. There is no actual mesh for the world, it's just a shader.

A compute shader or seperate thread can then render new local maps as needed. Only done as the camera moves or zooms in/out. Can be slow since it can happen on screen and still look good.

I think I'll embrace this new 3D look but an orthographic camera can be used to get a 2D looking map if I want to go back to that.