Procedural Mapping
Here is an exemple of a 3D tiled procedural mapping tool i'm currently working on.
How to use :
Tweak probabilities in each layer and click "create" to generate the map.
If the sum of probability in a layer is different than 100, probabilities will be re-calculated automatically.
For the mountains, you can set the maximum height and the growth range.
(Start by trying 5 as max height and 0 to 1 as growth range for example)
There is actually more than what we can do in this demo and of course you aren't limited by the tiles that are shown in the demo, everything is totally parametrable.
Some of the features implemented :
- Change map size ***
- Multiple layers (as many as you want)
- Add a particular border tile for the whole map
- Dependent instantiation (you can set a tile to be able to spawn only on a certain type of tiles (using its tag) on a certain layer)
-Random rotation and random placement (i.e. for small objects on a ground tile)
- Biomes
- Mountain tiles
- Tile probability depending on near tiles (i.e. to make forests or lakes or even to make sure two adjacent tiles aren't identical)
- Bigger tiles on layers above 0 (for houses for example)
- Ground Flattening (goes with previous feature)
*** The example map is a 10 x 10 map, on 3 layers which makes a maximum amount of gameobjects to instantiate of 300. It starts to take a bit of time above 3k gameobjects to instantiate, some optimisation might be possible.
Status | Prototype |
Platforms | HTML5 |
Author | Splifingald |
Genre | Simulation |
Made with | Unity |
Tags | 3D, generation, mapping, Procedural Generation, tiles |
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