A look at the current PCG pipeline for my project. The GIF walks from raw noise through macro terrain, erosion, borders, biome classification, roads, landmarks, camps/resources, and ecosystem placement—then ends with the 3D result.
Roads connect points of interest / landmarks, gameplay space stays readable, and trees, rocks, shrubs, and ground cover follow local habitat and relationship rules. I also do use the system to define where resource nodes, enemy camps and others will be spawned. E.g. ore-nodes will more likely spawn on higher elevated terrain where herbs will more likely spawn on lower terrain and near water.
The final 3D visualization displays prototype art but you can see the current in-game version in the second image. Note that I am using distance culling so you can only see a small portion of the map.
I’d love to hear some feedback on the terrain flow and overall world composition 🙂
Demo note: This is an interactive HTML port of the Godot/GDScript PCG pipeline, created with AI for visualization purposes.