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title: Programming Terrain Generation for my Farming Game
description: A devlog covering the implementation of a new terrain generation system for an indie farming game using the dual grid technique. The dual grid offsets mesh...
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# Programming Terrain Generation for my Farming Game

**[ThinMatrix](https://daily.dev/sources/thinmatrix)** · 15 min read · 0 upvotes · 0 comments

## Summary

A devlog covering the implementation of a new terrain generation system for an indie farming game using the dual grid technique. The dual grid offsets mesh tiles by half a square from the world grid, reducing the number of required tile shapes from many to just six and simplifying neighbor lookups from nine squares to four. The author procedurally generates all tile meshes in code to handle unlimited terrain type combinations, uses vertex normal tricks to fake rounded edges without extra geometry, and adds brick borders with priority-based selection to cleanly separate different non-grass terrain types like tile paths and dirt paths.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=buKQjkad2I0>

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