Supreme Duck retweeted
I’ve officially open-sourced ABYSSAL. 🌊⚡
ABYSSAL is a fully procedural ocean and extreme-weather experience that runs directly in the browser. Waves, volumetric clouds, rain, lightning, hurricanes, waterspouts, rogue waves, and tsunamis are generated in real time using Three.js, WebGL2, and GLSL.
The project is still actively being developed, and there’s a lot left to do. Deeper optimization, building the world beneath the ocean’s surface, refining the existing systems, and exploring plenty of ideas I haven’t implemented yet.
But that’s also why I wanted to open it now.
ABYSSAL is MIT-licensed, so you can explore the code, learn from it, modify it, fork it, and use it as the foundation for your own experiments and projects.
Performance note: the demo starts with adaptive resolution enabled and automatically selects a quality tier based on your GPU. If the image looks soft, open the settings panel and raise the quality as far as your device can handle.
The experience begins in Cinematic mode, click SANDBOX for full control of the camera, weather, and disasters.
Explore the source code:
github.com/Token-Gremlin/nat…
Play it here:
token-gremlin.github.io/natu…
Feedback, contributions, experiments, and forks are all welcome.
Been a while. Added triplanar textures and rebuilt the terrain with Marching Cubes so caves carve more smoothly. Skipping ahead to show it expand. At 100% it collapses and nothing’s left.
Making building blocks for the caves to be built. Its inspired a bit by oblivion when i used to play with its modding tools and saw most of the stuff was in constructed bits. Any suggestions to improve it would be helpful.
Been working on some snow generation. so far its a generated blanket based on the shape of the terrain.
its generated at runtime. i intend it to happen when its been snowing for a while.
Another quick update.
As i mentioned it was inspired by rimworld. i intend to put a bunch of details in an area where its getting dynamically worked on.
here is a display of changing to a different location using my dev buttons. I need to work on the optimization. I intend that the location switches when you as a character walk off the map.
Quick update.
I have decided to make the terrain modular while working on it. This makes it much easier to tell NPCs what they can interact with.
I’ve split the terrain into individual pieces.
I’m still using layered perlin noise to generate natural looking landscapes, but now I apply it to modular sections instead of the whole terrain at once.
The terrain is semi randomly generated, and you can currently tweak it in real time to preview how it would look after an event changes something.
I have decided to start posting progress about my ongoing project. I had a longer battle with mace generation and navmesh.
Finished my mace generation. However my navmesh will mostly be generated during a load screen at init of the game due to the challenge and then it will partially update when stuff is added to the map. Perhaps I will revisit it in the future.
Pure map related.
I intend to make a 3d rimworld like that runs itself while you are playing as a character. This world should change as you idle, Sleep, meditate or actively do stuff in the world.
Posts about world generation will be what I start with. And then I will work my way to the npcs and combat and play.
Its not done. So you may see some cool stuff that never gets transferred to the final work.


