So how do we texture an infinite procedural landscape? There are a number of ways to do it, but I’ve gotten decent results with a technique called vertex painting. As I said in the last post, I’m going for a retro, Daggerfall-inspired aesthetic, so I’m going to be aping the texture styles from the old 3D worlds of the 90’s.
My first (actual, development-process-related) post here is about a procedural landscape made with LibGDX – the eventual goal being a Daggerfall-like RPG set in a vast procedurally-generated world.
I can bore everyone with half-baked lore ideas later, but for now, let’s figure out how this landscape is made. The first thing I want to do is make some mountainous areas, so we have something interesting to look at.