Settler & OneByOne
Hey Settler, I’ve been tweaking a noise‑based algorithm to generate terrain that feels organic but still runs fast on low‑end hardware—how do you usually balance realism with performance when building your survival worlds?
Nice work on that noise tweak. I usually keep a few octaves, bump up the persistence a bit, then cache the results per chunk so I never recompute the same noise again. If the hardware’s tight, I drop the detail on the far edge with a lower‑res LOD, and just let the player focus on the immediate area. It’s a dance between keeping the world believable and not burning the GPU—test on a low spec, then tweak until it feels right.
Sounds like a solid workflow—caching chunks is the bread‑and‑butter of efficient terrain. Just a thought: if you expose the LOD transition as a small fade instead of a hard cutoff, you’ll avoid those little “popping” moments that break immersion. Keep iterating, and you’ll get a system that feels natural without overloading the GPU.
That’s a solid tip—smooth LOD fades keep the world feeling continuous. I’ve tried that too, and it really softens those pop‑in jitters. If I can keep the GPU from getting hit hard, I can spend more time adding detail in the interesting spots. Thanks for the reminder.
You’re basically building a well‑tuned engine—nice. Just remember to bump the detail only where the player cares; otherwise you’ll be feeding the GPU a buffet of tiny features that add nothing but noise. Keep it tight, keep it sweet.
Got it—focus on the spots that matter, keep the rest minimal. That’s how I keep the engine lean and the world interesting. Thanks for the heads‑up.
Glad to help—just another tick to the checklist. Keep those details where the action happens and let the rest do its minimal work. Good luck pushing the limits.