KrnCore
ALL POSTS

Procedural Level Generation Update

DEVLOG14 AUG 2026·PROJECTTHREE

Runtime Forest Generation via PCG

We've integrated a PCG (Procedural Content Generation) plugin into our level generation pipeline. Forests can now be spawned procedurally at runtime based on a seed value, meaning each generated level gets its own unique — but reproducible — tree coverage. This is a big step toward making every playthrough feel distinct while keeping things deterministic for debugging and testing.

Slope-Aware Tree Placement

Spawning trees on terrain is one thing — making them look right is another. We've been tackling two key issues with slope placement:

  • Steep slope exclusion — Trees no longer spawn on overly steep terrain where they wouldn't realistically grow. This cleans up a lot of visual noise on cliff faces and mountainsides.
  • Vertical offset correction — Trees placed on moderate slopes are now pushed down slightly into the ground to prevent the classic "floating tree" problem. The result is much more grounded and natural-looking forests across uneven terrain.

Complex Exclusion Data

For objects with irregular shapes — like boulders — a simple axis-aligned bounding box just doesn't cut it. We've implemented a dedicated collision calculation function that handles these complex meshes more accurately without sending too much data across different graphs. This improves exclusion collision for foliage, decreasing chances of something overlaping said these objects.

AI TEXTThis text is AI generated, but don't worry — our game doesn't use ANY AI.

Gallery