
Why We Threw Away an Infinite World
An infinite procedural world goes on forever and is never anywhere in particular. So we replaced it with one island you can walk across.
Browse all posts tagged with 'Atmosphere' in our Luminids development blog.

An infinite procedural world goes on forever and is never anywhere in particular. So we replaced it with one island you can walk across.

We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.

Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.

The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.

What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.

One controller for time, clouds, fog and weather, so the sky blends between states instead of switching.