
WorldGeneration
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)
| Status | Prototype |
| Platforms | HTML5 |
| Author | RasmusJ2003 |
| Made with | Unity |

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