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It works out of the box in Unity but can be used in any C#-compatible engine.\nThe framework does not itself include any procedural generation algorithms. At its core, it’s a way to keep track of dependencies between generation processes in a powerful spatial way.\nGenerating infinite worlds in chunks is a well-known concept since Minecraft.\nHowever, there is a widespread misconception that the chunk-based approach can’t be used deterministically with algorithms where the surroundings of a chunk would need to affect the chunk itself.\nLayerProcGen is designed to help with just that.\nFeatures Contextual \u0026amp; deterministic\nA central purpose of the framework is to support contextual generation while staying deterministic. Procedural operations can be performed across chunk boundaries, producing seamless results for context-based operations such as blurring, point relaxation, or path-finding. This is possible by dividing the generation into multiple layers and keeping a strict separation between the input and output of each layer.\nContextual Generation\nPlan at scale with intent\nChunks in one layer can be orders of magnitude larger than chunks in another layer, and you can design them to operate at different levels of abstraction. You can use top-down planning to e.g. have road signs point to distant locations, unlock entire regions based on player progress, or have NPCs talk about things at the other side of the continent.\nPlanning at Scale\nBring your own algorithms\nYou implement data layers by creating pairs of layer and chunk classes, and you can use whichever generation techniques you want there, as long as they are suitable for generation in chunks on the fly.\nLayers and Chunks\nHandles dependencies\nThe framework makes it possible to build many different chunk-based procedural data layers with dependencies between each other. It automatically generates depended on chunks when they are needed by chunks in other layers, or by top level requirements.\nLayer Dependencies\nTwo-dimensional infinity\nThe framework arranges chunks in either a horizontal or vertical plane. It can be used for 2D or 3D worlds, but 3D worlds can only extend infinitely in two dimensions, similar to Minecraft. The infinity is pseudo-infinite, as it is limited by the range of 32-bit integer numbers and the specifics of which calculations you use in your procedural processes.\nMulti-threaded\nThe framework is multi-threaded based on Parallel.ForEach functionality in .Net. The degree of parallelism automatically scales to the number of available cores. When needed, actions can be enqueued to be performed on the main thread.\nInstallation in Unity LayerProcGen requires Unity 2019.4 or later.\nInstall LayerProcGen as a Unity Package Manager package from this Git URL:\nhttps://github.com/runevision/LayerProcGen.git#upm\nSee Unity’s instructions here. If you already have Git installed, it’s simply these steps:\nOpen the Package Manager window via Window \u0026gt; Package Manager Click the + button and choose Add package from git URL... Paste the URL: https://github.com/runevision/LayerProcGen.git#upm Click Add Samples You can also import samples for how to use the framework on the Samples tab of the package.\nThe Simple Samples have no special requirements.\nThe Terrain Sample requires:\nBurst package Input System package Player Settings: Enabling Allow unsafe code Player Settings: Setting Active Input Handling to Both Only tested with Builtin Render Pipeline Platform support The functionality should in general work on all platforms.\nThe save-state functionality depends on the open-source FBPP (File Based Player Prefs) solution, which has been tested on Windows, MacOS, Linux, iOS and Android. Extending it to work on other platforms will likely be straightforward for someone porting a game for those platforms.\nLicense LayerProcGen is licensed under the Mozilla Public License, v. 2.0.\nYou can read a summary here. In short: If you make changes/improvements to LayerProcGen, you must share those for free with the community. But the rest of the source code for your game or application is not subject to this license, so there’s nothing preventing you from creating proprietary and commercial games that use LayerProcGen.\n","date":1717968297,"expirydate":-62135596800,"kind":"page","lang":"en","lastmod":1729283375,"objectID":"ded13191a1f04966ba2c9bb1bc365b4d","permalink":"https://sythelux.phenjara.de/post/layerprocgen/","publishdate":"2024-06-09T23:24:57+02:00","relpermalink":"/post/layerprocgen/","section":"post","summary":"Godot port of the Unity Plugin by runevision. LayerProcGen is a framework that can be used to implement layer-based procedural generation that's **infinite**, **deterministic** and **contextual**.","tags":["Godot","CSharp"],"title":"LayerProcGen","type":"post"},{"authors":null,"categories":null,"content":"Tree generator plugin ","date":1691011522,"expirydate":-62135596800,"kind":"page","lang":"en","lastmod":1729283393,"objectID":"20777e5fc4964c7052c18f09ec4ecc01","permalink":"https://sythelux.phenjara.de/post/treegeneratorplugin/","publishdate":"2023-08-02T23:25:22+02:00","relpermalink":"/post/treegeneratorplugin/","section":"post","summary":"Godot 4 port of the Plugin by Zylann. Tool for generating trees in Godot Engine","tags":["Godot","CSharp"],"title":"Tree Generator Plugin","type":"post"},{"authors":null,"categories":null,"content":"Terrain Plugin ","date":1689542743,"expirydate":-62135596800,"kind":"page","lang":"en","lastmod":1729283374,"objectID":"918c04c97d49e1a45db1bb39b4de3b43","permalink":"https://sythelux.phenjara.de/post/terrainplugin/","publishdate":"2023-07-16T23:25:43+02:00","relpermalink":"/post/terrainplugin/","section":"post","summary":"(discontinued) GODOT 4 3D Terrain Editor (C# Plugin)","tags":["Godot","CSharp"],"title":"TerrainPlugin","type":"post"},{"authors":null,"categories":null,"content":"Digital Urban Twin Plugins Terrain3D Scatter LayerProcGen ","date":1688073950,"expirydate":-62135596800,"kind":"page","lang":"en","lastmod":1729283377,"objectID":"0e52c10accfb279d1cec43dc7b6f04df","permalink":"https://sythelux.phenjara.de/post/digitalurbantwin/","publishdate":"2023-06-29T23:25:50+02:00","relpermalink":"/post/digitalurbantwin/","section":"post","summary":"Cities Skylines like Simulation, but with real world data from OpenStreetMap also Inspired by Junxion.","tags":["Godot","CSharp"],"title":"DigitalUrbanTwin","type":"post"},{"authors":null,"categories":null,"content":"Graphdot Main Features Graph \u0026amp; Text: FPS Memory Audio Advanced device information Debugging tools With this tool you will be able to visualize and catch when your game has some unexpected hiccup or stutter, and act accordingly!\nThe debugger allows you to set one or more conditions, that if met will have the consequences you desire, such as taking a screenshot, pausing the editor, printing a message to the console and more! Even call a method from your own code if you want!\nAdditional features Customizable look and feel Multiple layouts Custom Inspector Hotkeys Easy to use API (accessible from code) Works on multiple platforms Background Mode Works from Unity 5.4 and up! Well documented C# and Shader code included ","date":1687036358,"expirydate":-62135596800,"kind":"page","lang":"en","lastmod":1729283376,"objectID":"4cd09e26f305beb2057f4d41db5bf341","permalink":"https://sythelux.phenjara.de/post/graphdot/","publishdate":"2023-06-17T23:12:38+02:00","relpermalink":"/post/graphdot/","section":"post","summary":"Godot port of the Unity Plugin by Tayx94. port for Godot 3.4+ and Godot 4.3+","tags":["Godot","CSharp"],"title":"Graphdot","type":"post"}]