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Project Status: Abandoned
One day, if I have time, I’ll create a game. But it’s time to learn other stuff for my embedded systems career.
Procedural terrain generation is a way to implement a dynamic player environment alongside Grid-based server sharding. In this blog, I am going to showcase some of the math behind procedural generation as I also work on my Roblox Empire Clash clone game.
Resources On Terrain Procedural Generation
Here are some of the resources I’ve gotten regarding terrain procedural generation, as a break from using AI for anything math related.
- Lejynn - How I Learned Procedural Generation This is the first Google search result that appeared. I guess implementation in Roblox is a bit similar to Unity. If anything goes, I have to learn first about Perlin noise and search for some ways to render the patches of terrain.
- Perlin Noise - Wikipedia page. From this page, I know that some vector math is going to be involved. Thankfully, I’ve been exposed to a preliminary understanding with undergraduate multivariable calculus course I’ve taken this quarter. There’s also something about the smoothtest function.
- Smoothstep Function - Wikipedia page. Some understanding of this is needed in order to implement perlin noise.
- Roblox Implementation Guide - Roblox developer forum post by LxckyDev.
- Sebastian Lague’s Procedural Landmass Generation Tutorial - Conceptual + Implementation Example in Unity
- Procedural Content Generation Wiki - Wiki everything PCG related.
- Roblox Terrain API - Instead of generating terrain with parts, I’ll be using Roblox terrain tool to generate procedural geography.