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ProceduralGeneration

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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.

Features

Terrain Generation and Noise

  • 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

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Asset Placement tool

  • 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

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