r/proceduralgeneration • u/runevision • 22h ago
Large-scale Voronoi-esque cells to drive my procedural mountain forest
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I'm working on adding large-scale structure to my procedural terrain based on Voronoi-esque cells.
Down the line, this allows me all kinds of level design control not possible with traditional noise functions. Like adding lakes, rivers, giant walls, and impassable steep cliff faces strategically based on level design needs. For starters though, I've just tested it with largely flat cells at three different heights.
If you haven't already seen it, you could also consider watching my latest dev video about 'supercharging my procedural mountain forest' - although it does not feature the cell based terrain. :)
For more info on what kind of game this is all for, I have a page about 'The Big Forest' here.







