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World Gen: Terrain Cleanup, Hydrology Rework & Shader Revamp

Seth Blakely
manabat dev-log prototype world-generation biomes terrain shaders

Solid week of foundational work. Nothing flashy — just a lot of things that needed to be right finally being right.

What got done:

  • Terrain cleanup — jagged edges, holes, and bad geometry all smoothed out; the mesh is much cleaner to work with going forward
  • Biome elevation system overhaul — natural height transitions between biomes, no more hard cliff borders where one zone meets another
  • Water & hydrology full rework — flood-fill channels with erosion for realistic flow; water behaves the way it should now
  • Terrain shader revamp — proper material blending across biomes so the surface reads correctly visually
  • Plateau + Canyon merged into one biome — elevation-based, the way nature intended; splitting them was artificial

The video is silent but shows everything in motion.

Next up: Noise-based biome border blending, more hole patching, and a full river + lake generation pass. The terrain foundation is solid — time to make it breathe.

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