Devlog - January 9th 2022


Basic Runtime Terrain Generation

I hope you all had a great start into 2022. I’m now back working on the game after a nice holiday break.

This week’s focus was more runtime procedural terrain generation. I’ve experimented quite a bit to figure out how exactly I want to handle infinite procedural terrain. Performance is always one of the main concerns when it comes to procedural generation. Therefore splitting the playable area into a lot of small subareas/chunks is necessary to allow the frequent updating of the terrain, texture and vegetation. So far I managed to get the runtime procedural terrain generation working without destroying the game’s performance. Next week I’ll attempt to implement procedural terrain texturing and if there is time continue with the vegetation placement.


Notable tasks this week:

  • Lots of experimenting with runtime procedural terrain generation
  • Extended runtime procedural terrain generation algorithms
  • Implemented basic runtime terrain generation


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That’s all I got this week. I hope you are all doing well.

Stay safe out there and I’ll see you next week.

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