Terrain Generation System Progress
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Terrain Generation System Progress

By Apeiron Team

Terrain Generation System Progress

One of the core challenges in building an open-world MMORPG is creating a world that feels both vast and interesting. Today, we're sharing details about our terrain generation system.

The Technical Approach

Our terrain system uses a tile-based approach with procedural generation. The server generates terrain chunks on-demand and caches them for performance. This allows us to create a virtually infinite world while maintaining low memory overhead.

Key features of our system include:

  • Height-based biomes: Different terrain types emerge naturally based on elevation
  • Seamless transitions: Chunks blend smoothly with no visible seams
  • Performance optimization: Only generate and load terrain near active players

Current Status

We've successfully implemented the core terrain generation on the server side. The system can:

  • Generate terrain tiles procedurally using noise functions
  • Cache generated tiles for reuse
  • Calculate precise ground height at any position for player spawning

Next Steps

In the coming weeks, we'll be focusing on:

  1. Adding more varied biome types (forests, deserts, tundra)
  2. Implementing resource node placement (trees, ore deposits)
  3. Creating transition zones between biomes
  4. Adding water bodies and rivers

The terrain system is foundational to everything else, so we're taking the time to get it right. More updates coming soon!