Here was my approach:
- Create a Perlin noise map: GitHub - Reputeless/PerlinNoise: Header-only Perlin noise library for modern C++ (C++17/C++20)
- Use the value as the height value for the mountain tops.
- For every block, check the z-1 (or height - 1) eight neighbors. If every existing neighbor has a block above it (or they’re no neighbors at all), add one randomly. This is the hardest part, but it creates a staircase effect, similar to Minecraft mountains.
- For every highest z value, spawn blocks under it.
Not sure why the fps is bad, still trying to fix that, but it gives you a basic framework to go off of.
Let me know if you have specific C++ questions, but I don’t know and don’t recommend Blueprints, because this requires efficiency. Once you create this, generating biomes and other objects like trees should be simple.
