Devblog 23 – Weekly update

ISLAND GENERATOR  domen koneski

I’ve been working hard on an island generator. We were using premade islands lately and when I spawned alot of islands already I’ve gotten bored of almost the same results. I’ve changed this so now the mesh/terrain of an island also gets manipulated by procedural generation – in this case I’ve used Simplex noise. For now you can find three types of terrain:

flat terrain lowpoly Floatlands

flat terrain with chance of spawning a swamp/lake

hilly terrain lowpoly Floatlands

hilly terrain,

large hills terrain Floatlands

large hills/mountainous terrain -really nice to explore

I think this would do just nice apart from having different island shapes, biomes and sizes, the variety continues! I’m ought to work on LOD system and draw distance system, so even potatoes can run this game. When I’m done with this I’m looking forward to implement animals, so we can start testing how well can they behave in our beautiful world.


  • concrete tower – heavily guarded by enemy NPC robots; this is just an updated model which is already in the scene

    concrete tower sketch lowpolyconcrete tower2 sketch lowpoly
  • wind power stations – these would recharge your robot’s energy, but dynamic weather is needed in order for this to work.

    wind powerstation sketch lowpoly
    wind power lowpoly Floatlands


I’ve been testing Mono.SIMD included in Unity3D for vector math acceleration. It works quite well. Not so sure about PC CPU support yet, but all moderns CPUs should support it. Here is the result of my little test, one million vector additions:vector math acceleration Floatlands


I also reworked the NPC collision avoidance algorithm abit, it works much faster now.sheep collision avoidance Floatlands

sheep collision slow Floatlands

Trick of optimisation is that you update just parts of information every frame :). Only 6-9 raycasts per NPC instead of ~100 (lagfest).

sheep herd lowpoly Floatlands

Testing the movement of NPCs, accidental V formation ensued.

No Comments

Leave a Reply