My Project

I have always been interested in procedural generation, so I decided to create my own world generator. I use different octaves of Perlin noise to generate, among other things, flatlands, mountains, and forests. It’s been a journey filled with a lot of optimization to reduce lag and increase FPS. I started this project in December 2024 and have been working on it between courses. I am still fascinated by what can be achieved with Perlin noise.


Note: I am not trying to make a ripoff to get something out of it. This is a part of my portfolio as a student and I just want to show what I am able to create.


Progress playlist on youtube

Meassures taken to optimize performance and create smooth gameplay

  • Custom primitive cubes are created instead of using prefabs.
  • Faces of blocks inside chunks (not visible) are not rendered.
  • Chunks are generated asynchronously.
  • Spiral chunk loading pattern.
  • Chunks outside the active range are culled (removed).
  • Efficient biome blending by using multiple layered perlin noise.
  • Density-Based tree spawning.
  • When modifying blocks ,  only affected meshes are regenerated, not entire world.
  • Block UV coordinates are cached and reused across chunks for texture mapping efficiency.


Textures Used: https://piiixl.itch.io/textures

Skybox used: https://assetstore.unity.com/packages/2d/textures-materials/sky/fantasy-skybox-f...

Cover image was generated using OpenAI’s tools (DALL·E via ChatGPT)

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