Good day! I am Dan, the world era engineer right here at Hytale. Right now I will be joined by Amber, certainly one of our designers. We’ll be taking you thru our world generator at the moment, by way of the lenses of engineering and design.
On this put up, we wish to talk about the place we’re proper now and the place we’re going. Presently, we now have two world mills in Hytale:
V1 was developed from 2016 to 2020 and served as a prototype to know our era’s wants. It produces playable leads to exploration mode, however we ultimately ended up hitting boundaries after we tried to create extra zones and extra advanced biomes.V2 has been in growth since 2021 to deal with boundaries we beforehand confronted and allow us to attain our international design targets. V2 will utterly exchange V1 as soon as we’re prepared, and would be the generator we assist going ahead.
Hytale will launch with Exploration mode on V1 as a result of it already has many biomes and content material able to go. We’re now within the course of of making Orbis on V2. As soon as accomplished, V2 will turn into the first world generator, and you’ll enter the brand new world of Orbis. V1 will ultimately cease producing chunks, however your outdated V1 worlds will nonetheless be accessible.
Within the meantime, gamers will be capable of see and expertise V2 content material that’s beneath development by visiting fragments of Orbis by way of Gateways in Exploration mode. Then, as soon as we’re prepared, we’ll start testing in a pre-release construct for the world of Orbis.
An explorer ventures into the brand new world of Orbis.
Intentional Design
Flyover exhibiting an erosion impact on the transition between the river and forest biomes.
Hytale’s world was at all times supposed to be curated and procedural. This implies designers have vital management over what seems on the planet and the way, though it is procedural. This formed lots of the selections we made in world-gen V2, together with giving designers even larger management than earlier than over how content material seems on the planet. This would come with methods for us to higher steadiness useful resource distribution, breadcrumbing & signposting significant content material and way more.
An awesome instance of this in V2 is the sample scanning system – the thought is that we are able to configure a sample that determines the place props are positioned on the planet. Usually, we might seek for a flooring: an empty block with a stable block under. We will additionally add extra checks to the sample search to collect extra context from the surroundings. These patterns are totally outlined by the creator, which makes this highly effective and opens huge prospects.

A tree with darkish leaves and enormous roots solely spawns above caves. This permits us to mark the place caves are for gamers.
Right here we are able to see that ash timber spawn above caves within the deeproot biome as a result of they’re configured to pattern for empty blocks beneath the bottom when positioned. This can be a enjoyable element but it surely permits designers to create one thing we name “Heuristics”; this refers to deeper patterns that improve immersion and provides gameplay benefits. On this instance, gamers can study that deeproot caves, which comprise particular sources, are discovered beneath darkish ash timber on the map within the plains area.
There are lots of, many examples of those patterns throughout our generator permitting designers to speak with the participant in new immersive methods you won’t count on!

A log bridge spawns throughout a river by trying to find two shores.

A yellow mushroom and a few sticks spawn on the bottom across the base of some cedar timber.

Glowing mushrooms that solely seem in sheltered areas.

A meadow of flowers spawns in a dip surrounded by small timber and boulders.
Code Mods
With V2’s APIs, world-gen programmers can implement mods that mechanically work with the node editor and plug into different vanilla and modded options. V2’s structure allows the event of sturdy capabilities by implementing easy, interconnected parts. Gamers and creators can seamlessly combine options from completely different mods and the bottom sport. Modders will be capable of tweak, lengthen, and add performance to customise present world-gen, resembling Orbis, or create new ones.
Our APIs are additionally mechanically multithreaded and supply full learn entry to the encompassing world context, simplifying logic and releasing up mod builders to give attention to capabilities.
For this weblog put up, we’re specializing in our targets and general path. We’ll go into extra element on the technical particulars after launch!
Creating Content material
Anybody can create content material and modify world-gen with out figuring out methods to code, as V2 may be edited straight in our node editor. Creators can get began with just some tutorials and a while to follow. We consider we’ll see creators uncover new methods and tips for creating content material that even we did not consider, additional increasing what may be executed with worldgen.
With our visible node editor, creators can construct superior procedural content material by configuring and linking easy nodes. When enhancing world-gen, the world live-reloads in-game to replicate the modifications made inside the editor. That is all to make creating superior biomes simpler and sooner, bridging the hole between builders and creators.
A creator has created a primary biome in Emerald Wilds and is enhancing the terrain.
Creators can management every biome’s terrain form independently and with excessive precision. In between biomes, the terrain form transitions from one to the opposite, mixing options seamlessly. Biomes also can customise their terrain because it approaches the sting to customise biome transitions additional.
Including pure rocky floor to a cliff.
Creators can totally management which supplies the terrain is made from by assembling Materials Supplier nodes. Materials suppliers operate as logic nodes with configurable guidelines and terrain context, resembling block depth under floor or the quantity of empty area above floor.
Grass materials is restricted to not spawn the place there’s lower than 10 blocks of air above.
With props, creators can generate localized content material resembling factors of curiosity (POIs), vegetation, and decorations with exact management over their placement guidelines and distribution on the planet. Props are distributed on a customized procedural level grid, and at every level, a customizable algorithm determines the perfect placement. The content material generated by props may be sourced from prefabs or extra procedurally, relying on the creator’s method.
Growing the dimensions of forest patches by enhancing the tree location masks.
We have designed the property that create the world to permit creators so as to add and edit terrain, props, biomes, and zones as simply as we do. Every biome is handled as a separate tile, like a jigsaw inside a zone puzzle, and every zone is handled as its personal tile within the patchwork that makes up the world. This implies including new biomes or content material, resembling prefabs, ought to be simple as we’re providing you with all of the instruments we use to create no matter you need.
Moreover, each single biome that we use in Orbis can be shared with the group. You can use the node editor to view, modify and have enjoyable with all of the content material we made and blend it with your personal creations!
The next is a set of experimental characteristic pack examples, these don’t replicate the content material that may exist in Journey.

A detailed-up shot of an instance terrain pack that explores a extra chaotic stacked terrain concept.

A large shot of an instance terrain pack that explores a extra chaotic stacked terrain concept.

A fancy of underwater caves options bracket coral and a shipwreck.

An instance terrain pack that explores an arches terrain theme.

An instance terrain pack that explores a floating island theme.
A procedurally generated set of rings in an alien world.
Going Ahead
Remember the fact that we’re in Early Entry, many methods are nonetheless beneath lively growth, and the asset construction will change ceaselessly as we full core options over the approaching months. We’ll deprecate options being changed the place attainable, somewhat than take away them abruptly, as a result of it is vital to us to assist creators in the identical means we assist our designers.
As a part of our push to assist creators at each step, we’ll publish first-party tutorials, guides, and documentation to coach the group alongside us. These will cowl all the things from gritty world-generation ideas and particular methods utilized by designers to in-depth methods documentation and greatest practices for efficiency optimization.
Over the quick time period, we’ll be specializing in efficiency enhancements, upgrading present options, and making the asset construction extra modular and versatile. In the long term, we’re planning a ton of actually cool options resembling procedural rivers and paths guiding gamers and connecting locations, procedural structure for producing dungeons, ruins and buildings, organically rising fauna to extend variety and coherence, waterfalls, and extra. Group suggestions and options will straight form the way forward for Hytale’s world generator!
And final however not least, our designers can be working to launch a content-complete Orbis within the new generator. This implies we’ll be arduous at work creating new prefabs, biomes, areas and zones with that new automotive scent for everybody to discover and luxuriate in – till then, we’ll catch you within the subsequent world era weblog!
Within the meantime, get pleasure from some snapshots of our work in progress biomes aimed toward a future journey launch.

Plains centered biomes in Emerald Wilds.

Taiga centered river biomes in Whisperfrost Frontier.

A large shot of a spread of biomes in Whisperfrost Frontier.

A Trunk is generated procedurally utilizing terrain and a positions area.

Massive standing stones are procedurally generated utilizing terrain and a positions area within the Whisperfrost Frontier.

A lush Oasis lies hidden within the Howling Sands.

Yellow timber spawning solely round rivers within the Howling Sands.
An vital be aware from Simon
As I discussed publicly a number of days in the past, this new method to world era will redefine the block-game style. For the primary time, artists and sport designers can take full possession of world era, with full management over the ultimate end result. This can be a basic shift away from a world formed nearly solely by programmers.
With that in thoughts, I am happy to announce that we’re planning to increase the Hytale workforce with a brand new job function that, for essentially the most half, has not existed in block-based video games earlier than: World Designer. Following the early entry launch, we plan to increase our workforce by hiring greater than 15 World Designers. These roles can be stuffed primarily from the group, as artists and sport designers study and construct utilizing the identical instruments we use internally and select to use.
Hytale’s imaginative and prescient is to really feel rigorously handcrafted whereas remaining infinitely procedural, with design at all times serving gameplay first!
We’re deliberately expansive, simply as we envisioned years in the past. Past Orbis, we plan to discover alternate worlds, new dimensions, and fully completely different areas. These worlds give us room to introduce new blocks, gadgets, prefabs, zones, areas, biomes, NPCs, quests, tales, and gameplay methods.
Not each idea will ship, however collectively they symbolize the path we’re taking as we proceed to increase the sport.
The Echoes of Orbis and Orbis are just the start of an incredible journey.

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