This Unity-powered simulation allows you to craft diverse terrains using Perlin Noise, Fractal Brownian Motion, and Voronoi Biomes. Then, place rocks, cacti, and more via a lightweight 2D Cellular Automata process that clusters objects in natural-looking patterns. Finally, unleash wolves, deer, and squirrels—each driven by a finite state machine—onto your environment and watch their predator-prey dynamics unfold in real time!

Key Features

  1. Noise-Based Terrain Generation
    • Pick from Perlin Noise, Fractal Brownian Motion, or a Voronoi-based biome approach.
    • Smooth gradients, ridges, and distinct biomes come to life with just a few parameter tweaks.
  2. Cellular Automata for Feature Placement
    • Objects (plants, rocks, trees) appear in logical clusters or remain scattered, based on simple rules.
    • Fine-tune the spawning probability and neighborhood thresholds for unique layouts each run.
  3. AI-Driven Ecosystem
    • Wolves, deer, and squirrels roam the terrain via Unity’s Navigation mesh.
    • Basic finite state machines power their behaviors (e.g., searching, fleeing, resting) and allow for emergent predator-prey relationships.
  4. Interactive Interface
    • Adjust terrain parameters and toggles (like trails, lakes, or biome constraints) at runtime.
    • Observe changes immediately—ideal for rapid experimentation or demonstration.
  5. Expand or Customize
    • ScriptableObjects store generation settings, making it easy to add new features, modifiers, or AI agents without major refactoring.
Updated 2 days ago
Published 8 days ago
StatusReleased
CategoryTool
PlatformsHTML5
AuthorMilesJMaiden
Made withUnity

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