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Uses layers of Perlin noise to create a large terrain, each 16x16 cubes are one mesh and texture in order to render an area this large.


Forewarning: This is not at all optimized for WebGL, is probably very buggy in browser, and is likely to not work. If you run in to any errors, feel free to let me know.


Next Steps: Have the generator place objects (trees, rocks, creatures), allow users to modify the landscape, refactor terrain spawning to allow land to be dynamically spawned as players approach the edge

More information

Published 205 days ago
StatusPrototype
CategoryTool
PlatformsWindows, macOS, HTML5
Rating
(1)
AuthorMatthew Russo
TagsProcedural Generation, terrain

Download

Download
Windows.zip 15 MB
Download
MacOSX.app.zip 17 MB

Comments

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This really lagged on my pc. I will try again when i get a new graphics card or get my oneplus 3t fixed