I’m starting this blog mainly to document my progress on Medjed, a (temporarily-named) procedural terrain generator that I’m writing in C# using Unity. I have been playing with this concept on-and-off for a couple of months, and I hope this blog will make me more disciplined and motivated.
The aim of the project is to have a terrain engine built on top of Unity that can generate massive, beautiful natural phenomena, such as cliffs, gorges, caves, etc. The terrain will be entirely described in code, using formulas, algorithms, and an occasional lookup texture or two. I’m not planning on building any fancy tools for “drawing” the terrain. Ideally, no 3D models should ever be used.
In addition to the terrain generator, I’m planning on adding a city and building generator and eventually making some kind of “ruin exploration” mechanic. I’m a big fan of ruins.
The posts will probably alternate between technical descriptions of algorithms I’m currently implementing, and various inspirational material which will help keep me on track and also let anyone interested know what style I’m aiming at.