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November 24, 2017

Hex Map 23: Generating Land

We're moving on to procedural map generation! The first step is to push some land up from the ocean floor.

Note that the land in this tutorial is rougher than in the screenshots of the last preview post. That's because those maps had erosion applied to them. I left that out of Hex Map 23, because it got too big. The foundation of land proved to be plenty material for one tutorial.

Hex Map 23, Generating Land, a Unity C# Tutorial (Catlikecoding)

Comments (6)

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Brendan McGoldrick · December 8, 2017

Awesome to be able to auto generate maps. One thing, I found it a pain to add a river to the auto generated terrain. I set the river box to yes but i always forget to change the elevation slider so the river gets added but the terrain elevation changes when I do not mean for it to do so. Is there a way add a river without having to ensure the elevation slider is correct? i.e. just add the river without changing anything else to the cell like elevation etc

C
Catlike Coding · December 8, 2017

You can change the check for whether elevation should be adjusted, so it only does this when river-editing is disabled.

J
João Paul · December 6, 2017

Loving this tutorials, specially because of the great coding style. Any plans for a round map where if we reach the end we will start seeing the begining again? (Civilization style)

C
Catlike Coding · December 7, 2017

A wrapping map is one of the last things I'd like to cover, yes.

J
Javin Lee · November 30, 2017

This tutorial series is great! I'm wondering if I wanted to generate a hexagonal shaped map instead of a rectangular map, some reading I found stated using x+y+z=0 would achieve this. I'm just not sure how to apply it.

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Catlike Coding · November 30, 2017

You can create an hexagonal map by only creating cells within a certain distance to the center cell. Skip the creation of all cells that would lie beyond that. You'll have to add a few extra null checks when connecting neighbors, when saving and loading, etc.