Journal Entry 1
Project C » Devlog
- Date: 06/05/2025
- Activity: Implemented procedural terrain generation around the racing track
- Invested hours: 7
- Notes/Outcome: I successfully integrated the constrained procedural terrain generation system with the racing track design. The system now generates natural-looking terrain surrounding the track while preserving the track's exact shape and elevation. It works with a mask texture where the red pixels represent the fixed track areas and black pixels represent areas where the terrain can be procedurally generated. This approach allows the track to remain at precise heights while the surrounding terrain can be modified. I procedurally generated the surrounding terrain using Perlin Noise and Midpoint Displacement, just ignoring the pixels mapped out by the track mask, and then did some post processing to blend the terrain in the track by just adjusting the height scaling and smoothing factor by the distance to the nearest track pixels for each pixel in the surrounding terrain. The final result is a a pretty natural environment where the racing track and procedural terrain blend together naturally. The system is also reusable, so I can now create different track layouts, and the terrain will automatically generate around them.
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Project C
Status | Released |
Author | Olliewakeford |
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