- cross-posted to:
- [email protected]
- godot
- cross-posted to:
- [email protected]
- godot
Thought I’d start off with a post, at least! This was something I was toying around with in Godot 3.4 some time back. It uses shaders for generation from simple noise + thresholds.
Nice, I’m curious as to why you felt the need of both aridity and humidity sliders, are there biomes where these have opposite values, or it’s just for lets say lakes? (Btw I was waiting for this community, thanks for opening it!)
Sorry for replying so late!
Basically there are two threshold values: one above which the zone is considered humid, and one below which it’s considered arid (and naturally it’s temperate otherwise).
I’m glad someone’s decided to come partake! :D