Terrain Generator
Features
-
Terrain generation
- Based on the Wave Function Collapse algorithm
- Chunk system
- Multithreaded
-
Save system
- Import and export saves
- Save file explorer
- CLI load save file
- Custom save file type (
.glowsave
)
-
Player system
- Movement
- GUI
- Installer
Download
Source: GitHub
Installer:
Architecture | Download |
---|---|
win64 | msi |
Goals
- Learn basics of OpenGL
- Practice programming in C++
- Implement the Wave Function Collapse algorithm
- Create a functional and presentable game
- Explore and use Microsoft Visual Studio and Git via Github
Beginnings
Origanally, I became interested graphics programming while following the devlogs of a performance mod for Minecraft called Sodium. Interesting, but as interesting as French song is to a cat. Sounds nice, but is utter nonsense. Thus, I wanted to better understand the conversations.
Additionally, I happened to be starting to learn C++.
Save system
.glowsave
byte format
Hover over each section to see its deciaml / ASCII value.
(little endian)
Generation
Issues
There are some cases where tiles don't have transition varients for every tile type and orientation.
Instead, a Missing
tile is placed, represented by purple and black.
To fix this, I could either make more transition varients (annoying) or remake the rules so only one or two transitions are possible.