Procedurally generated terrain
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Hi guys,
I made a terrain generation algorithm. No assets are ever loaded, everything is generated from vector3s linked together to make triangles.
First, a script generates a grid of Vector3. Then the algorithm selects dots and alters their y value to create patterns such as hills, craters, and slopes.
A final algorithm slightly changes the y value of random patches of terrain. Its aim is to give an eroded, more natural look.
Status | Released |
Category | Assets |
Author | willy_gamedev |
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Terrain generation - Unity project.zip 24 MB
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Nice, this produces some interesting terrain, kinda feels like a sea bed.
Have you heard of the diamond square algorithm? It generates a heightmap using fractals and produces really nice results. It's also incredibly easy to implement!
https://en.wikipedia.org/wiki/Diamond-square_algorithm