My apologies again for the late update. Previously, I showed that A* Search and Voronoi can be used to generate rivers on a procedurally generated world map and cascade for a near-infinite world. There were a number of glaring issues that needed to be resolved.
Today, I am excited to summarise that the solution can now achieve the following :
1) River branching, braided river networks, varying river widths.
2) Height field generation using a numerical integration solution, which eliminates the use of coherent noise.
3) Hybrid method for terrain generation using pre-fabricated voxel data and procedural modelling.
The technical details, images and video are also on the blog. For your convenience, I shall post some images here.
The images below are the output from my procedural terrain generation system.
I have also compiled a video showing the progress in character animations and navigation around the terrain.
Our next step is to work on civilisation locations and road networks on the world maps. We also need to adding flora and fauna as world content, and attempt to convert the current coloured world maps into medieval fantasy maps as seen before in World of Warcraft and Warhammer Online.
The recent announcement of Apple Arcade has breathed new excitement into my project. I intend to submit my project to Apple one day and let them evaluate if I could join such an elite club. Because this is the only way to address the incoming disruption posed by Hytale (46 million views now).
Thanks for reading!