Two things, what people like / hate when they're exploring an open game world, and what people like / hate when dealing with mods. I had to decide up front if I was going to support mods because it obviously impacts architecture a lot. (Ultimately I decided to go for it so if it gets funded it'll have full mod support.)I'm wonder what you researched actually
FRONTIERS actually started out purely procedural for this reason - I wanted to have a massive world without spending hundreds of hours sculpting details. But my kung fu wasn't good enough to write a procedural terrain engine that looked pretty AND was fast AND made for interesting gameplay, so in the end I opted for static procedural + hand-sculpted.I agree that by hand is still better for a few things, but damned, can you imagine the amount of work/time saved
Unity's tree generator for the majority and my own tree generator for vines and ground cover. Rendering is handled by Unity, their terrain system has a pretty good billboarding feature.How do you handle tree generation and rendering?
Did I just see cookiemonster16 posting on Steam Greenlight? I swear the world gets smaller every day.