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.