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You should be including the elevation in your biome generation (higher elevation reduces temperature, and above a certain height, reduces moisture). See this question and my answer this question and my answer for more details on that. Basically, you should add multiple large noise values, for different aspects of the terrain. You can get more detailed and apply wind patterns that carry moisture from wet areas and deposit it in dry areas. The wind would be blocked by high elevation, creating deserts on the other side of the mountains, similar to what happens in real life.

If you want even smoother transitions (visually), you'll need to make tiles to represent the transition. You may consider creating textures for these tiles on-the-fly with texture blending. Blend the two textures of the bordering biomes based on the percentages each has in that location.

You should be including the elevation in your biome generation (higher elevation reduces temperature, and above a certain height, reduces moisture). See this question and my answer for more details on that. Basically, you should add multiple large noise values, for different aspects of the terrain. You can get more detailed and apply wind patterns that carry moisture from wet areas and deposit it in dry areas. The wind would be blocked by high elevation, creating deserts on the other side of the mountains, similar to what happens in real life.

If you want even smoother transitions (visually), you'll need to make tiles to represent the transition. You may consider creating textures for these tiles on-the-fly with texture blending. Blend the two textures of the bordering biomes based on the percentages each has in that location.

You should be including the elevation in your biome generation (higher elevation reduces temperature, and above a certain height, reduces moisture). See this question and my answer for more details on that. Basically, you should add multiple large noise values, for different aspects of the terrain. You can get more detailed and apply wind patterns that carry moisture from wet areas and deposit it in dry areas. The wind would be blocked by high elevation, creating deserts on the other side of the mountains, similar to what happens in real life.

If you want even smoother transitions (visually), you'll need to make tiles to represent the transition. You may consider creating textures for these tiles on-the-fly with texture blending. Blend the two textures of the bordering biomes based on the percentages each has in that location.

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House
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You should be including the elevation in your biome generation (higher elevation reduces temperature, and above a certain height, reduces moisture). See this question and my answer for more details on that. Basically, you should add multiple large noise values, for different aspects of the terrain. You can get more detailed and apply wind patterns that carry moisture from wet areas and deposit it in dry areas. The wind would be blocked by high elevation, creating deserts on the other side of the mountains, similar to what happens in real life.

If you want even smoother transitions (visually), you'll need to make tiles to represent the transition. You may consider creating textures for these tiles on-the-fly with texture blending. Blend the two textures of the bordering biomes based on the percentages each has in that location.

You should be including the elevation in your biome generation. See this question and my answer for more details on that. Basically, you should add multiple large noise values, for different aspects of the terrain. You can get more detailed and apply wind patterns that carry moisture from wet areas and deposit it in dry areas. The wind would be blocked by high elevation, creating deserts on the other side of the mountains, similar to what happens in real life.

If you want even smoother transitions (visually), you'll need to make tiles to represent the transition. You may consider creating textures for these tiles on-the-fly with texture blending. Blend the two textures of the bordering biomes based on the percentages each has in that location.

You should be including the elevation in your biome generation (higher elevation reduces temperature, and above a certain height, reduces moisture). See this question and my answer for more details on that. Basically, you should add multiple large noise values, for different aspects of the terrain. You can get more detailed and apply wind patterns that carry moisture from wet areas and deposit it in dry areas. The wind would be blocked by high elevation, creating deserts on the other side of the mountains, similar to what happens in real life.

If you want even smoother transitions (visually), you'll need to make tiles to represent the transition. You may consider creating textures for these tiles on-the-fly with texture blending. Blend the two textures of the bordering biomes based on the percentages each has in that location.

Source Link
House
  • 73.5k
  • 17
  • 188
  • 276

You should be including the elevation in your biome generation. See this question and my answer for more details on that. Basically, you should add multiple large noise values, for different aspects of the terrain. You can get more detailed and apply wind patterns that carry moisture from wet areas and deposit it in dry areas. The wind would be blocked by high elevation, creating deserts on the other side of the mountains, similar to what happens in real life.

If you want even smoother transitions (visually), you'll need to make tiles to represent the transition. You may consider creating textures for these tiles on-the-fly with texture blending. Blend the two textures of the bordering biomes based on the percentages each has in that location.

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