Hey everyone,
This week, I worked on implementing a first version of a random terrain generator, based on tiles. Here are the results:

The general idea is that my terrain is separated in ground layers, which are presented in form of a tree, telling me which kind of terrain can go over which. It also contains additionnal data, like the probability to spawn the concerned ground layer and the probability that it expands to its neighborhood:

Then, I use these data to generate a “terrain type grid”, where each cell contain a ground layer type. I fill it by reading …