Cultivate a procedurally generated landscape into the serene farm of your dreams!
Developed as a personal project to experiment with terrain generation techniques and a variety of shaders.
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Highlights
Developed a procedural generation system for shaping terrain and distributing environmental assets, creating a unique and diverse world for every playthrough
Applied frustum culling techniques to improve framerates by 25% for large, dense farms
Authored an HLSL shader to combine multiple terrain types and weather effects into a single draw call
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Dynamic Environment
Procedurally generated terrain creates gentle hills, valleys, and lakes with a variety of biomes
Audio system highlights sounds within the player's view, making the world feel alive without being overcrowded
Soundscapes, lighting, wind, and rain vary based on weather
Object Culling
Objects are grouped into sectors that are disabled once they leave the camera's view
Improved framerate by ~25%
Crop updates are batched and distributed between frames, improving performance for large farms
Crop Growth
Crop state machine drives sizes, colors, and duration of crop growth
Growth stages are configured on scriptable objects for efficient iteration
Terrain hydration affects growth and alters crop appearance