Overview

This project is focused on building a Procedurally Generated Terrain using Unity 3D's Universal Render Pipeline (URP). All the self-written script files (with the help of online tutorials and all of them are mentioned in the last section) for this project are in the _Scripts directory. Initially, I created a two-dimensional texture image based on the FBMNoise library from AlanZucconi.ProcGen, which we practised in class. Subsequently, I expanded the generated two-dimensional map, which contains height data, into a three-dimensional terrain with mesh data. Following this, I experimented with updating the terrain around the player based on their movement and randomly generated some boats and clouds on each terrain chunk according to the map's height information. Additionally, to optimize the program's running speed, I attempted to incorporate Level of Detail (LOD) algorithms and threading distribution. Although some attempts were unsuccessful, I will analyze the reasons for these issues in the Known Issues section. Finally, to mask the current imperfections, I optimized the visual effects with external volumetric fog.


User Control

Press R to generate endless terrain

Use WASD to move 

Use mouse to rotate


Tech

Procedural Generation

Mesh Generation

FBMNoise

LOD

Threading

Random Placement


Made By Regan

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