Procedural Volumetric Terrain Erosion - Open Discussion

We've working on a procedural, volumetric erosion technique that can be used in the context of a game. Sharing the progress we have here in a blog post: [Link to Post]

I don't think I've seen much resources on that topic - especially using SDFs as the ground truth representation for the volumetric terrain model, so it may benefit people here. The core idea is that you position primitives to carve the base heightfield, and later extract a mesh out of it (though sphere tracing would also work!).

Terrain erosion is usually performed in 2D, on heightfields - that's a whole research topic in itself. That's less of a case for volumetric stuff.

Happy to get feedback, discuss with everyone, and answer questions.

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u/newheadstudio — 6 days ago
▲ 96 r/proceduralgeneration+2 crossposts

Volumetric Terrain Erosion - Blog Post

As promised, the blog post about our volumetric terrain erosion: [Link to Blog Post].

This is done by carefully placing implicit surfaces (in this case, signed distance fields) so as to create nice volumetric features (overhangs, caves, arches, ...)

Let us know what you think - happy to answer questions!

u/newheadstudio — 7 days ago
▲ 153 r/gamedevscreens+1 crossposts

Procedural Volumetric Coastal Erosion

Implementing procedural, volumetric coastal erosion - overhangs, sea caves, arches, all created organically during generation. This is done by using analytic signed distance fields and combining them with the base island.

Writing a blog post about the technique, will post again when it's out!

u/newheadstudio — 9 days ago

Networked FPS Controller for our game

Very rough on the edges, but that's a first step (and it works on the network, which is nice!). I won't show you the tree chopping since it crashes right now - but soon 🌲🪓

u/newheadstudio — 23 days ago
▲ 161 r/proceduralgeneration+2 crossposts

Procedural Scattering of Natural Objects - Blog post with details!

Trying ourselves at dev blogging. That's a new format for us - here with details about how we procedurally scatter natural object arrangements in the scene.

Link to the post

Let us know what you think - happy to get feedback on the writing, format, or if you'd like to see more.

u/newheadstudio — 1 month ago
▲ 239 r/gamedevscreens+1 crossposts

Working on procedurally generated islands for our next game...

Our next game at Newhead Studio will put procedural generation at the center of the experience. Currently playing with scattering rules for objects, heavily tweaked noise functions for the contour of the island, and irregular meshing for the terrain.

A lot more to do: texturing, better placement rules, more objects... But this already looks pretty good for such simple code. Made in Unity!

(if you want to follow our updates more closely, you can follow us on Bluesky, we'll be posting regularly)

u/newheadstudio — 2 months ago