I have created a set of algorithms to populate my large-scale smooth voxel terrain in Godot using C#. I define two types of objects, namely features (trees & rocks) and details (grass & flowers), with two distinct methods of generation and rendering.
I also define biomes using noise, which helps add visual variety.
Useful Links:
- Technical Blogpost: jorisar.github...
- Godot: godotengine.org/
- Music (by me): / codejar
26 сен 2024