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Various Terrain Generation Algorithms

  • Marching Cubes
    • This provides a fast and smooth terrain to create realistic high quality worlds like any normal game would be handmade.
  • Terrain Octree Based Level of Detail (LOD)
    • Terrain Octree level of detail allows the terrain to have more detail when you are near it and less detail when you are further away from it. This optimization allows the creation of huge terrain distances which can be seen from very far away while maximizing its performance.
  • Hexagonal
    • Using unique terrain hexagonal algorithm can be experimental. This creates hexagonal shapes that give a unique blocky feel to the game. The algorithm goes great with cartoon-like low poly games.
  • Cubic
    • Creating cubes stacked on top of cubes just like minecraft or starmade. This ensures each voxel is a cube for you to modify it.
  • 2D Tiles (Like Terraria)
  • Suface Nets
    • Just like marching cubes, but less detailed and not as pretty.
  • Custom Algorithms
    • Algorithms can be swapped out easily with the Terrain Engine. Imagine them line plugins and you just decide which one you want the engine to react to.
  • Seed Generation
    • Algorithms can be uniquely generated each time by providing a random seed. This can be used to generate the same content across all clients if you are creating a multiplayer game. Otherwise, if you fall in love with one of the random worlds that was generated, save that seed so it will always be generated the same.

Real Time deformation
The terrain engine has real time deformation where any terrain can be destroyed or constructed in real time. Dig holes and build mountains or destroy mountains and fill holes!
There are several processors that sit on top of the Unity3D framework to help optimize the generation of the worlds. Grass and Tress have their own custom level of detail and multithreaded batching which allows up to 600,000 trees to be rendered in real time with no frame delay. Currently a large scene with foliage, trees and grass can be generated in 1.7s on a gen4 i7 processor.
Object Management
Ground objects that are placed during generation can be managed and customized. If you want to randomly place a house or town prefab once in a while, that is possible. If you want to add rocks or spikes in caves or underwater specific treasures - all of this is customized based on the generation details of the terrain you wish to set.
Unity Terrain Converter
Use the terrain engine to save time by generating your world dynamically and then converting it to Unity Terrain. With Unity terrain, you can take a dynamically generated world and customize it as you see fit, saving days by letting the terrain engine do the heavy lifting for you. All the unity tools are at your disposal to paint, create and destroy unity terrain just like you are used to once you convert the terrain to Unity Terrain.
Custom Libnoise Framework
We have a custom libnoise framework which has a set of configurations to efficiently generate your terrain. You can easily create volcanoes, islands, rivers, waterfalls, canyons and caves with our biome configurations.
Save Your Terrain via seed
Save voxel based terrain files with a custom zlib compressed file format. Destroy and modify what you need without having to convert back and forth from the Unity Terrain tool.
Create Custom Biomes
Set up specific details and settings of how you would like a particular world to look. Snow and desert lands look and feel different. With custom biome settings, you will be able to generate random parts of the world and let the algorithms connect them together.

  • Custom DX11 Shaders for Windows machine performance
  • Custom Tri Plainer shaders for Open GL 4.1