WorldKit – new standalone terrain creation tool
Adam Brown has launched a Kickstarter for WorldKit, a new procedural terrain generation tool for creating large scale worlds. Features include the ability to generate large detailed worlds in seconds with a couple clicks by procedurally creating landmasses, dividing it into biomes, adding watercourses and calculating the resultant terrain. For more precise control, the world can be modified using paint-like tools and rivers mountains and other features can be placed by drawing splines. The resultant terrain is built in such a way that adjacent waterways and biomes “flow together seamlessly”.
The detail scale of a world can be adjusted with a slider which lets you adjust the size of the terrain features without disrupting your overall layout. For integration into other applications, it is possible to export a static mesh, full terrain textures, or texture tiles for elevation and masks ready for direct import into UE4 using World Composition.
Backing on Kickstarter starts at CA$73 which according to the developers is 45% off the expected commercial release price. The alpha will be available to Kickstarter backers in March. For more information, visit the project’s Kickstarter page or watch a walkthrough of the main features on YouTube.
Also of note, the tool was used to create the world for GrimFox Games’ upcoming action-adventure title RoboGenesis, created in Unreal Engine. You can see a demo video of the world created for the game using WorldKit on YouTube.
What language are you writing your interface in. It’s very clean.
Looks like typical, standard QT. Graveyard dark-gray, QT sliders, even the MS-Font looks like in Substance (which is also QT).
WorldKit is written in Kotlin using OpenGL. LWJGL provides the hardware access. https://kotlinlang.org/ https://www.lwjgl.org/
See the response here for more info: https://www.youtube.com/watch?v=CAYgW5JfCQw&lc=Ugza9Mry7oKnPfNIiDF4AaABAg.8q7rjzM6UiB8q8HdXMXChk