Procedural Generation Tutorial in Rust and Bevy | Part 2
This is a tutorial on how to create a procedurally generated infinite world in Rust using the Bevy game engine. It uses multiple perlin noises to generate a terrain.
Link to part 1 of the tutorial:
Link to source code:
The pace of the video might be a bit too fast, so cloning the above repo might help you better follow along the tutorial.
If you have any doubts/questions or suggestion please feel to leave them in the comment section below.
Thank you :)
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I frequently post updates on my twitter,
BonesaiDev -
Other links -
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All assets used used in the video are from
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Contents:
0:00 - Intro
0:32 - Types of forest
1:08 - How infinite terrain works
2:20 - Where we last left off
2:42 - Using multiple noises
4:43 - Noises at different scales
5:40 - Generating natural landmass
7:00 - Generating dense forest
7:34 - Generating patch forest
10:48 - Generating sparse forest
13:37 - Fixing sprite sheet errors
15:44 - Generating bone decorations
16:55 - Generating houses
21:15 - Generating grass
23:50 - Demo with better land features
24:15 - Calculating player chunk position
26:16 - Player chunk update events
29:33 - Refactoring for better chunk generation.
31:25 - Creating and handling chunks
34:51 - Saving chunks
37:04 - Fixing broken chunk generation
39:41 - Despawning old chunks
42:08 - Final Demo & Outro
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🧠 Technical Details
- Programming language: Rust ()
- Game Engine: Bevy Engine ()
- Machine Specs: Intel i5 8th gen with 24GB RAM and integrated GPU
- Image assets:
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🎵 Music:
fantompower - Vitamin D
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TTS Service
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#rustlang #bevyengine #tutorial #proceduralgeneration
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