
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 'World Generation' 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.

A high-level look at the layered terrain pipeline behind Luminids, and why the order of operations matters as much as the noise itself.

Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees that feel alive and sit properly in a voxel world.

Terrain that reads as shaped rather than generated, and a cloud system rebuilt to be part of the world's mood instead of decoration on top of it.