[Unity]FBMNoise Terrain
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
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