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title: I Found a Better Way to Generate Biomes (In my Voxel Engine)
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# I Found a Better Way to Generate Biomes (In my Voxel Engine)

**[Tantan](https://daily.dev/sources/tantandev)** · 8 min read · 0 upvotes · 0 comments

## Summary

My Voxel Engine needs a solid procedural biome generation implementation.
And I discovered a method, that Is fairly well known about, yet rarely talked about. Either:
1. The game's world shape is constructed using a biome classifier (terrain over biome). "a biome is a result of the shape"
OR the inverse:
2. The game's world shape is uniquely constructed from a biome. (biome over terrain). "The shape is result of a  biome".

This video explores both methods, and I explain why I’m using it in my voxel engine, that I'm building with Rust and the Bevy game engine.

#gamedev

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=oztbyI-1NII>

---

Tags: [#game-development](https://daily.dev/tags/game-development)

[View this post on daily.dev](https://daily.dev/posts/i-found-a-better-way-to-generate-biomes-in-my-voxel-engine--0y78in3gr)

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