ProcGen in BRUTAL

Landa

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I have been porting a hobby project for procedural generation from unity to brutal. I thought I would share.

Height - Water - Ground Type - Biomes

02-terrain-height.jpg03-terrain-water.jpg04-terrain-ground-type.jpg06-terrain-biome.jpg

Moisture - Rain Fall - Temperature - Growth Density

08-terrain-climate-damp.jpg09-terrain-climate-rain.jpg11-terrain-climate-warmth.jpg05-terrain-cover.jpg

Terrain Composition - Settlement - Road Network - Weather (on a given day)

07-terrain-composite.jpg12-landuse-settlements.jpg13-landuse-paths.jpg27-seasons-weather-moon-6-day-1-morning.jpg

Seasonal Climate
19-seasons-moon-1-first-green.jpg24-seasons-moon-6-groundfreeze.jpg25-seasons-moon-7-hardfrost.jpg26-seasons-moon-8-thaw.jpg

Navigation *on foot (1x1 size) and wagon (2x3 size)
Cost (Foot) - Cost (Wagon) - Zoning (Foot) - Zoning (Wagon) - Traffic *this example is only from generation, not simulation traffic, usage creates travel networks, so paths naturally appear or decay based on agent behaviour.

14-navigation-cost-foot.jpg15-navigation-cost-wagon.jpg16-navigation-walkability-foot.jpg17-navigation-walkability-wagon.jpg18-navigation-wear.png

Bonus shader stuff! (this is very WIP)

Early ground work - Screens

28-closeups.jpgsnap-2026-10-30-102208.jpgsnap-2026-10-30-102224.jpg
 
Oooo very cool! I've always liked seeing world gen screens like this. RimWorld and Dwarf Fortress, for instance. Keep it up!
 
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