Procedural Terrain Generation
Procedural Terrain Generation
Programming, Level Design
Overview: Procedural terrain generation algorithm from scratch, modelling the look and feel of Minecraft.
Design Goals:
- Challenge my programming abilities by approaching a concept foreign to me and learn something new.
How they were achieved:
- I started off this project by making a couple of different prototypes. This allowed me to experiment with different solutions, instead of arbitrarily deciding on a direction and sticking with it the whole time. This prototyping stage allowed me to be more certain that I was on the right track.
- After the prototyping stage, I created a plan for the rest of the time I had to work on this project. I defined a scope, and decided on some features that were both necessary and not needed. This allowed me to scale the project up and down based on my progress.
Takeaways:
- Research is an important part of any development project. Looking into solutions others have found, even if the context isn’t exactly the same, is still invaluable and gives a lot of insight right from the start.
Additional Details
Team size: Solo
Role: Programmer
Project length: 2 months
Tools: Unity

