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  3. TRACK SURROUNDINGS GENERATOR PART I

TRACK SURROUNDINGS GENERATOR PART I

To achieve detailed tracks in the game, detailed track surroundings are needed. However, creating those manually would require much time, so I decided writing a procedural generator for my needs was the best way.

First, I created two biomes: City and Nature. Both biomes are a bit different in terms of safety nets positions, curbs, etc. This article will focus on merging these two into a functional surroundings generator.


First, I divide the world into cells.


We then assign biome to each cell, and then we push this information into part of the system, then translates this information into cities, etc.



When we have our biome cels, we can draw paths on their edges.



This looks terrible, and we need to paint the terrain under the paths. Maybe it is best to paint the whole terrain. City and fields would be pretty dull, and we will introduce the forest biome to spice things up. We will triangulate each cell and paint the terrain under it.


Oops, it looks like we missed the edges on the map's border.


Now we have a nice texture, but it is very pixelated. So we need to antialias the terrain texture.


Nice job! The first version of the map generator is complete. Let us see it on a different map.


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