SamuKata
Tyr'ma
Tyr'ma

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Experiments with UE5.2's Procedural Content Generation

I've been rather busy with many aspects of the game, which I'll post updates later of. Here's some screenshots of the forest biome.

The outer edges of the forest biome spawns shorter trees, working as a good way to block the view from outside and it looks rather nice (it does this in real life, too.) This also takes rivers/lakes/ocean into consideration. There is also an option for me to have a hard clearing in the forest, where smaller trees don't spawn around it, if the need should arise for it.

When past the initial thick outer tree edge, you can see slightly further as the taller trees spawn.

This is all still a work in progress, but progress is going well! All the other biomes will make use of this tech, and as I learn the tool more, expect even more advanced procedural generation. Spawning in buildings, critters, procedural pathways, and more is on my to-do list with this tool.


The performance of the forest, after generating, runs faster than the previous method. Somehow. FPS in-game stays well above 60 (in-editor play, a compiled version runs even better). The screenshot FPS is variable due to the editor itself. When I spawn my character in and play, it's buttery smooth.



Experiments with UE5.2's Procedural Content Generation Experiments with UE5.2's Procedural Content Generation Experiments with UE5.2's Procedural Content Generation Experiments with UE5.2's Procedural Content Generation Experiments with UE5.2's Procedural Content Generation Experiments with UE5.2's Procedural Content Generation Experiments with UE5.2's Procedural Content Generation Experiments with UE5.2's Procedural Content Generation

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