Endless Powder dev explains procedural stages: 32 recipe weight tables over one endless mountain

sterlingcrispin · x · 2026-10-22

sterlingcrispin breaks down how stages in Endless Powder are built: each stage is a "recipe" combining coordinate fields, chapter-level density/scale/fork parameters, and local terrain features, mostly computed with math rather than static assets.

A shared schematic shows 4 recipe families (Big Park, Forking Forest, Rock & Air, Wild Mountain) × 8 variants = 32 ordinary recipes, each with relative selection weights for trees, rocks, crags, cliffs, kickers, and forks (e.g. Rock & Air weights rocks at 6.25). Chapters shift the distribution of opportunities and obstacles instead of loading prebuilt levels, blend over 200m across half-mile chapters, and seeded bags avoid immediate family repetition.

The result: a finite recipe deck keeps producing unique mountains—steep ridge parks with huge ramps, or cliff-filled valleys—without storing an ever-growing map.

Related event: Inside Endless Powder: fully procedural terrain, snow interaction and audio(16 posts)→

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