I've always wanted to make an endless World, with interesting landmarks to explore and complex environments, and I didn't quite reach it with this project, as it's the first time I've even tackled any kind of procedural generation, but it was a great learning experience that wouldn't have been possible without Sebastian Lague's Procedural Terrain Generation youtube series and Catlike Codings Pseudorandom Noise blog. This was a very fun and enjoyable project that I definetly want to revisit some day.
- 3 different Noise types (Perlin, Voronoi and Value) that can yield different kinds of terrain
- typical noise settings like Octaves, Lacunarity, Persistence and Turbulence, but also Crease that makes terrain sharper
- Noise Settings are saveable as Scriptable Objects
- limited Chunk generation
- terrain adjusts real time if settings are changed
- A tool to place assets on your procedural generated terrain
- Ability to spawn assets randomly or with a noise map
- Randomly selects asset in an array if multiple are present
- Adjustable alignment of asset on the normals of the terrain
- Adjustable slider to spawn assets on flat or steep terrain
- Gizmo visualization to roughly see the result

