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Procedural Landmass Generation

This is an infinite 3D terrain generator created using Unity. I learned how to create this project from Sebastian Lague's wonderful YouTube series on Procedural Landmass Generation. The generator uses Perlin noise to generate a height map that gets applied to vertices on a mesh.

Features

  • Adjustable parameters for:
    • octaves: each level of Perlin noise, layered on top of each other for finer and finer details
    • lacunarity: controls the frequency of each octave
    • persistence: controls the amplitude of each octave
  • Adjustable settings for terrain colours
  • Varying levels of detail for different chunks based on their distance from the player
  • Falloff map mode for creating island-style terrain
  • Flatshading for a more low-poly style

demo1

Next Steps

  • Create custom shaders
  • Improve the FPS controller
  • Create in-game controls for adjusting the terrain parameters and colours