Procedural Environment Generation in Godot
Using the Godot Engine, I’ve developed a real-time procedural environment generation system powered by C++ extensions. The system generates complex geometry like trees, plants, and structures. Custom shaders were also created to enhance visuals and establish a cohesive style for the environment.
At the start of the game, a procedurally generated island, half a square mile in size, is created in real time. Below are some samples showcasing the current state of the project.
Forest
Players can freely explore the procedurally generated environment, which features structures, trees, and flowers. Each tree is uniquely generated, with randomly placed branches attached to the main trunk, ensuring no two trees are alike.
Ocean Shader
The ocean shader simulates two distinct wave types: smaller, wind-driven ripples on the surface, and larger waves rolling toward the landmass. At the crest of these larger waves, dynamic foam and bubbles follow the peaks, adding a realistic touch to the water's movement.
Wind Shader
This older wind functionality test showcases how geometry, scrolling UVs, and particle effects dynamically respond to a global wind direction and strength variable, creating a cohesive and interactive environmental effect.