Infinite Lands reposted this
Sapra added a spline-based road system to their Unity tool "Infinite Lands," letting paths follow the terrain more naturally using pathfinding. 🛣️ See how it works: https://lnkd.in/duNJbBzn #unity3d #indiedev #gamedev
This package will provide the tools necessary to build an optimized, infinite, procedural world at runtime. It makes use of Jobs and the Burst Compiler, and through a simple Node Editor, you will be able to generate the different meshes of the terrain, place points and prefabs into the ground, while also providing an optimized Vegetation Placer that uses GPU instancing to stay light-weight in all situations. It is fully customizable to one needs while staying extremely simple and intuitive. An all-in-one package. The provided documentation has all the information required, and otherwise, feel free to join our discord server to ask for help.
External link for Infinite Lands
Infinite Lands reposted this
Sapra added a spline-based road system to their Unity tool "Infinite Lands," letting paths follow the terrain more naturally using pathfinding. 🛣️ See how it works: https://lnkd.in/duNJbBzn #unity3d #indiedev #gamedev
🚀 Infinite Lands 0.9.0 is now available! This update introduces a major new system for building procedural roads, paths, and large-scale world connections in Unity. 🌍 Procedural spline system: Designed to make large-scale traversal feel natural, controllable, and data-driven. • Connect points across terrain with no distance limits • Automatically flatten terrain along generated paths • Extract density maps for textures, spawning, and gameplay systems • Smooth curve generation using Catmull-Rom or linear sampling • Fast spatial queries using R-Tree indexing 🧠 Improved pathfinding (A*): A rebuilt, performance-focused A* system using Burst + Jobs, built for gameplay-aware procedural navigation, not just shortest paths. • Terrain-aware path generation • Avoids water, steep slopes, and restricted zones • Supports weighted traversal costs (biomes, hazards, mud, enemies) • Bias toward natural vertical movement using height data ✨ Also in this release: • Fully rewritten graph system (performance + flexibility improvements) • Improved graph editor (snapping, shortcuts, clearer debugging) • Runtime world sampling via World Data Store • New procedural transformation and spawning nodes • General stability and performance improvements across systems Built with Unity’s Jobs System + Burst Compiler for large-scale performance, this release moves Infinite Lands closer to its goal: an all-in-one toolkit for procedural worldbuilding in Unity. 💬 What would you build with procedural roads and traversal systems available by default? 🔗 Asset Store: https://lnkd.in/dPy8YKKC 📘 Docs: https://lnkd.in/dbenumDA 💬 Discord: https://lnkd.in/dcEBFGkG ❤️ Patreon: https://lnkd.in/d6A88wNa #gamedev #unity3d #indiedev #proceduralgeneration #worldbuilding #gamedevelopment #technicalart #programming #unitydeveloper #worldbuilding
Procedural Worlds generated with Infinite Lands, the node-based procedural generation tool for Unity. It makes use of the Burst Compiler and the Job System to generate procedural terrains as fast as it can. #jobsystem #burstcompiler #unity3d #procgen
Infinite Lands will provide the tools necessary to build an optimized, infinite, procedural world at runtime. It makes use of Jobs and the Burst Compiler, and through a simple Node Editor, you will be able to generate the different meshes of the terrain, place points and prefabs into the ground, while also providing an optimized Vegetation Placer that uses GPU Instancing to stay light-weight in all situations. • 𝐒𝐞𝐚𝐦𝐥𝐞𝐬𝐬, 𝐑𝐮𝐧𝐭𝐢𝐦𝐞 𝐖𝐨𝐫𝐥𝐝𝐬: Generate massive terrains in real time with no loading screens or borders. Fast Quad-Tree system keeps everything smooth and efficient. • 𝐂𝐫𝐞𝐚𝐭𝐞 𝐖𝐨𝐫𝐥𝐝𝐬 𝐰𝐢𝐭𝐡 𝐄𝐚𝐬𝐞: Build large, interesting landscapes in minutes using an intuitive graph editor. • 𝐒𝐭𝐚𝐫𝐭 𝐅𝐚𝐬𝐭: Use ready-made sample scenes as a base or inspiration for your own worlds. • 𝐁𝐚𝐤𝐞 𝐚𝐧𝐝 𝐄𝐱𝐩𝐨𝐫𝐭: Export terrain as textures or Unity data. Works easily with Blender, Houdini, and more. • 𝐘𝐨𝐮𝐫 𝐖𝐨𝐫𝐤𝐟𝐥𝐨𝐰: Fully flexible system that adapts to your tools, assets, and style. • 𝐏𝐫𝐨𝐜𝐞𝐝𝐮𝐫𝐚𝐥 𝐏𝐥𝐚𝐜𝐞𝐦𝐞𝐧𝐭: Automatically place assets using rules. Manual placement is supported too. • 𝐃𝐨𝐜𝐮𝐦𝐞𝐧𝐭𝐚𝐭𝐢𝐨𝐧: Clear and constantly updated to keep things simple. • 𝐀𝐥𝐥-𝐢𝐧-𝐎𝐧𝐞: Terrain, texturing, vegetation, and more included. Easy to customize or expand. • 𝐒𝐮𝐩𝐩𝐨𝐫𝐭: Join the Discord and get direct help from the developer. #jobsystem #burstcompiler #procgen #infinitelands #unity3d