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Procedural Generation Tutorial in Rust and Bevy | Part 2

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This is a tutorial on how to create a procedurally generated infinite world in Rust using the Bevy game engine. It uses multiple perlin noises to generate a terrain. Link to part 1 of the tutorial: Link to source code: The pace of the video might be a bit too fast, so cloning the above repo might help you better follow along the tutorial. If you have any doubts/questions or suggestion please feel to leave them in the comment section below. Thank you :) ---- I frequently post updates on my twitter, BonesaiDev - Other links - ---- All assets used used in the video are from --- Contents: 0:00 - Intro 0:32 - Types of forest 1:08 - How infinite terrain works 2:20 - Where we last left off 2:42 - Using multiple noises 4:43 - Noises at different scales 5:40 - Generating natural landmass 7:00 - Generating dense forest 7:34 - Generating patch forest 10:48 - Generating sparse forest 13:37 - Fixing sprite sheet errors 15:44 - Generating bone decorations 16:55 - Generating houses 21:15 - Generating grass 23:50 - Demo with better land features 24:15 - Calculating player chunk position 26:16 - Player chunk update events 29:33 - Refactoring for better chunk generation. 31:25 - Creating and handling chunks 34:51 - Saving chunks 37:04 - Fixing broken chunk generation 39:41 - Despawning old chunks 42:08 - Final Demo & Outro ---- 🧠 Technical Details - Programming language: Rust () - Game Engine: Bevy Engine () - Machine Specs: Intel i5 8th gen with 24GB RAM and integrated GPU - Image assets: ---- 🎵 Music: fantompower - Vitamin D --- TTS Service ElevenLabs #rustlang #bevyengine #tutorial #proceduralgeneration

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