Uploaded December 2017 | Updated September 2026, 1 week ago
I have had a working procedural terrain building script for several years. However, whenever I increased the level size, it would always create errors and gaps in the terrain tiles. I took a brand new empty script and recreated the terrain builder from scratch, to iron out all the bugs.
In the game, the player will see these terrains from a first person perspective on the ground. The green (and red) tiles represent where the first row meets up with the last row, so the player is able to pass over the edges of the map, and appear back on the other side, like going around a whole planet.
You can see that errors are now resolving themselves in this new script, so if any errors encountered, the script recreates the row, or several rows automatically.
The benefit to players will be larger levels. Current terrains are only 12 x 12 tiles across. This new script can easily handle terrains twice that size, at 24 x 24, but I will have to see how a terrain of this size effects the frame-rate while playing.
Check out this demo of the game in action, it is using the older terrain script, but it will look more or less the same with the new one: youtube.com/watch?v=WvedPXXlIrg
I have had a working procedural terrain building script for several years. However, whenever I increased the level size, it would always create errors and gaps in the terrain tiles. I took a brand new empty script and recreated the terrain builder from scratch, to iron out all the bugs.
In the game, the player will see these terrains from a first person perspective on the ground. The green (and red) tiles represent where the first row meets up with the last row, so the player is able to pass over the edges of the map, and appear back on the other side, like going around a whole planet.
You can see that errors are now resolving themselves in this new script, so if any errors encountered, the script recreates the row, or several rows automatically.
The benefit to players will be larger levels. Current terrains are only 12 x 12 tiles across. This new script can easily handle terrains twice that size, at 24 x 24, but I will have to see how a terrain of this size effects the frame-rate while playing.
Check out this demo of the game in action, it is using the older terrain script, but it will look more or less the same with the new one: youtube.com/watch?v=WvedPXXlIrg

