{"author_link":"\/users\/antti-tiihonen","author_name":"Antti Tiihonen","author_uid":"antti-tiihonen","comments":[],"epoch":1619263436,"event":"LD48","format":"md","ldjam_node_id":247155,"likes":8,"metadata":{"p_key":"153617","p_author":"Antti Tiihonen","p_authorkey":"1006534","p_urlkey":"372709","p_title":"Terrain generation for Goldf","p_cat":"LDJam ","p_event":"LD48","p_time":"1619263436","p_likes":"8","p_comments":"0","p_status":"WAYBACK","us_key":"1006534","us_name":"Antti Tiihonen","us_username":"antti-tiihonen","event_start":"1619222400","event_key":"109","event_name":"Ludum Dare 48"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD48","removed_author":false},"_superparent":233335,"_trust":3,"author":6534,"body":"![screenshot_levelgen_01.png](\/\/\/raw\/689\/1\/z\/3b692.png)\n\nI got the bare basics of a cave generation working for Goldf, a subterranean gold nugget golfing game! Here's a quick writeup of the method I came up with to produce caves like the one above.\n\nFirst for the terrain I needed a bunch of simple mesh objects to represent chunks of terrain. Each mesh contains a few objects: the wall itself (basically a flat polygon), an extruded shadow mesh (for a fake LOS effect) and a collider. I a bunch of these meshes procedurally in SideFX Houdini by splitting a plane into pieces with voronoi fracture:\nhttps:\/\/youtu.be\/Gk-euaYNQMA\n\nThis produces convex shapes that are very kind for realtime collisions which is somewhat important here since I want to be sloppy with the wall placements with a lot of overlapping and unoptimal \"useless\" geometry.\n\nFor generating a level a first scatter a bunch of these objects into the scene (with loads of overlapping objects) and then I trace a path through it somewhat randomly and delete objects around the path.\n![concept_levelgen.jpg](\/\/\/raw\/689\/1\/z\/3b68c.jpg)\nYou can see the system in action here:\nhttps:\/\/youtu.be\/TA6PrO02CiQ\n\nNext I'll probably have to implement a proper character controller since, as you can see from the video, I can right now only pretend to be playing the game by moving the \"player\" manually with a mouse. :smile: \n\n","comments":2,"comments-timestamp":"2021-04-24T11:41:13Z","created":"2021-04-24T11:07:23Z","files":[],"files-timestamp":0,"id":247155,"love":8,"love-timestamp":"2021-04-24T14:08:49Z","meta":[],"modified":"2021-04-24T14:08:49Z","name":"Terrain generation for Goldf","node-timestamp":"2021-04-24T11:28:44Z","parent":246705,"parents":[1,5,9,233335,246705],"path":"\/events\/ludum-dare\/48\/goldf\/terrain-generation-for-goldf","published":"2021-04-24T11:23:56Z","scope":"public","slug":"terrain-generation-for-goldf","subsubtype":"","subtype":"","type":"post","version":733308},"node_metadata":{"n_key":"247155","n_urlkey":"372709","n_parent":"246705","n_path":"\/events\/ludum-dare\/48\/goldf\/terrain-generation-for-goldf","n_slug":"terrain-generation-for-goldf","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"6534","n_created":"1619262443","n_modified":"1619273329","n_version":"733308","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/48\/goldf\/terrain-generation-for-goldf","text":"![screenshot_levelgen_01.png](\/\/\/raw\/689\/1\/z\/3b692.png)\n\nI got the bare basics of a cave generation working for Goldf, a subterranean gold nugget golfing game! Here's a quick writeup of the method I came up with to produce caves like the one above.\n\nFirst for the terrain I needed a bunch of simple mesh objects to represent chunks of terrain. Each mesh contains a few objects: the wall itself (basically a flat polygon), an extruded shadow mesh (for a fake LOS effect) and a collider. I a bunch of these meshes procedurally in SideFX Houdini by splitting a plane into pieces with voronoi fracture:\nhttps:\/\/youtu.be\/Gk-euaYNQMA\n\nThis produces convex shapes that are very kind for realtime collisions which is somewhat important here since I want to be sloppy with the wall placements with a lot of overlapping and unoptimal \"useless\" geometry.\n\nFor generating a level a first scatter a bunch of these objects into the scene (with loads of overlapping objects) and then I trace a path through it somewhat randomly and delete objects around the path.\n![concept_levelgen.jpg](\/\/\/raw\/689\/1\/z\/3b68c.jpg)\nYou can see the system in action here:\nhttps:\/\/youtu.be\/TA6PrO02CiQ\n\nNext I'll probably have to implement a proper character controller since, as you can see from the video, I can right now only pretend to be playing the game by moving the \"player\" manually with a mouse. :smile: \n\n","title":"Terrain generation for Goldf","wayback_source":[]}