I’m Santiago Zapata, better known online as slashie, a Software Engineer and Independent Game Developer and from Medellín, Colombia.

You are in the devlog, a chronological collection of updates on my projects, alongside articles about software and game development. Subscribe to get these directly into your inbox.

Candle-based Procedural Terrain Generation

Published by

on

20191208_1938083878354620972754871.jpg

There’s a local tradition in Colombia where, in December, people burn colored candles. While its background is the Catholic Feast of Immaculate Conception, with believers asking for favors to Virgin Mary, for most people it’s a day that marks the beginning of the Christmas festivities.

Here is a simple procedural generator for terrain, using colored candles:

  • The melted wax is used for terrain, with the general shape being the coastline and accumulations of wax representing mountains.
  • Wicks are used to placing cities (ignited) and ruins (burned out).
  • I used the colors of the candles to represent terrain types (forests in this case for green and blue candles), however, I think they could also work well for political boundaries since they stem from the wicks.

map-1map-6

Here’s a GIF of the overall process

animated

Credits for the stamps I used:

2 responses to “Candle-based Procedural Terrain Generation”

  1. Jerri Kohl Avatar

    Eh? Is this a joke?

  2. […] also posted about candle based procedural terrain generation, just for […]

Leave a Reply

Discover more from Slashie's Gamedev Adventures

Subscribe now to keep reading and get access to the full archive.

Continue reading